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Starbound 1.0 opengl 32 bit
Starbound 1.0 opengl 32 bit







Each component is then multiplied by GL_DEPTH_SCALE, added to GL_DEPTH_BIAS, and finally clamped to the range. Each component is converted to floating point such that the minimum depth value maps to 0.0 and the maximum value maps to 1.0.

starbound 1.0 opengl 32 bit

If GL_MAP_STENCIL is GL_TRUE, indexes are replaced by their mappings in the table GL_PIXEL_MAP_S_TO_S.ĭepth values are read from the depth buffer.

starbound 1.0 opengl 32 bit

Each index is converted to fixed point, shifted left or right, depending on the value and sign of GL_INDEX_SHIFT, and added to GL_INDEX_OFFSET. Stencil values are read from the stencil buffer. If GL_MAP_COLOR is GL_TRUE, indexes are replaced by their mappings in the table GL_PIXEL_MAP_I_TO_I. The following symbolic values are accepted: ValueĬolor indexes are read from the color buffer selected by glReadBuffer. Width and height parameters of value "1" correspond to a single pixel. Together with the x coordinate, specifies the location of the lower-left corner of a rectangular block of pixels. The window y coordinates of the first pixel that is read from the framebuffer.

starbound 1.0 opengl 32 bit

Together with the y coordinate, specifies the location of the lower-left corner of a rectangular block of pixels. The window x coordinate of the first pixel that is read from the framebuffer. The glReadPixels function reads a block of pixels from the framebuffer.









Starbound 1.0 opengl 32 bit