Fragment operations: scissor test, stencil test, depth test. (It's slightly more complicated than that- EGL is queried for matching configurations, and a list is returned, and the application can select between them, but I don't think this is pertinent to the view from WebGL. In the OpenGL ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0. It will automatically create a texture for. This is a simple helper class which should cover most FBO uses. Completness is all good, but screen remains completly black. Here's a code snipplet for the framebuffer creation. So, I've been coding lots of gl code in my c++ native libs and havent got through any problem except for this. EGL in particular specifies that the default value for stencil size in a config description is zero, so if you don't specify one, and the system can provide a default framebuffer without stencil, then you don't get stencil. Encapsulates OpenGL ES 2.0 frame buffer objects. Target device is running froyo 2.2, supporting OpenGL ES 2.0. ![]() This is more of a difference between the companion API behavior (EGL/CGL/GLX/WGL/etc) and the underlying window system than between ES and GL themselves. I suspect in your example applications you were seeing a window-system-provided framebuffer in both cases, though- it was just that the ES/WebGL system framebuffer didn't contain a stencil buffer. ![]() ![]() ES 2.0 always has a default window-system-provided framebuffer (which is different from an FBO, if I'm being pedantic- those are user-created), while desktop OpenGL 3.0+ and OpenGL ES 3.0+ can be used without such a framebuffer (using only FBOs, meaning that binding 0 results in an incomplete framebuffer, and rendering occurs only off-screen).
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