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文章目录
  1. 最佳数据传递方式

OpenGL ES Practice

最佳数据传递方式

  1. Generate—Ask OpenGL ES to generate a unique identifier for a buffer that the graphics
    processor controls.
  2. Bind—Tell OpenGL ES to use a buffer for subsequent operations.
  3. Buffer Data—Tell OpenGL ES to allocate and initialize sufficient contiguous memory for
    a currently bound buffer—often by copying data from CPU-controlled memory into the
    allocated memory.
  4. Enable or Disable—Tell OpenGL ES whether to use data in buffers during subsequent
    rendering.
  5. Set Pointers—Tell OpenGL ES about the types of data in buffers and any memory offsets
    needed to access the data.
  6. Draw—Tell OpenGL ES to render all or part of a scene using data in currently bound and
    enabled buffers.
  7. Delete—Tell OpenGL ES to delete previously generated buffers and free associated
    resources.
  • glGenBuffers()—Asks OpenGL ES to generate a unique identifier for a buffer that the graphics processor controls.
  • glBindBuffer()—Tells OpenGL ES to use a buffer for subsequent operations.
  • glBufferData() or glBufferSubData()—Tells OpenGL ES to allocate and initialize sufficient contiguous memory for a currently bound buffer.
  • glEnableVertexAttribArray() or glDisableVertexAttribArray()—Tells OpenGL ES whether to use data in buffers during subsequent rendering.
  • glVertexAttribPointer()—Tells OpenGL ES about the types of data in buffers and any offsets in memory needed to access data in the buffers.
  • glDrawArrays() or glDrawElements()—Tells OpenGL ES to render all or part of a scene using data in currently bound and enabled buffers.
  • glDeleteBuffers()—Tells OpenGL ES to delete previously generated buffers and free associated resources.
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