英语短语翻译!Each element is a complete RGBA element. It is converted to floating point. Each component is then multiplied by the signed scale factor GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the range [0,1] (see glPixelTra
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英语短语翻译!Each element is a complete RGBA element. It is converted to floating point. Each component is then multiplied by the signed scale factor GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the range [0,1] (see glPixelTra
英语短语翻译!
Each element is a complete RGBA element. It is converted to floating
point. Each component is then multiplied by the signed scale factor
GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the range
[0,1] (see glPixelTransfer).
英语短语翻译!Each element is a complete RGBA element. It is converted to floating point. Each component is then multiplied by the signed scale factor GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the range [0,1] (see glPixelTra
纹理数据中每组元素都是一个亮度值,OpenGL会将红色、绿色、蓝色都乘以该值,并将Alpha置为1.0,然后将每个分量乘以一个比例因子GL_c_SCALE,再加上GL_c_BIAS,最后圆整到 [0,1].
每个元素是一个完整的RGBA元。它被转化为浮点。每个要素接着被比例因子GL_c_相乘标志,
添加到签名的偏置gl_c_bias,和夹紧范围[0,1](见glpixeltransfer)。
觉得有点乱,很抱歉。
每个元素是一个完整的RGBA元。它被转换为浮动
点。每个组件然后乘以比例因子的签名
gl_c_scale,添加到签名的偏置gl_c_bias,和夹紧范围