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问题描述

是有最低纹理大小有一定的硬件需要支持,使之符合了OpenGL-ES 2.0规范?

is there a minimum texture size a certain hardware needs to support to be compliant with the OpenGL-ES 2.0 specification ?

有点像GL_MAX_TEXTURE_SIZE值必须至少为1024或2048或类似的东西?

Something like the GL_MAX_TEXTURE_SIZE value has to be at least 1024 or 2048 or something like that ?

我想知道这是因为我的工作,那就是它们使用着色器,因此必须的OpenGL-ES 2.0的原因。因此,我想使纹理尽可能大而不必考虑每个硬件质感的限制(如旧手机,只有512×512)。

The reason I would like to know this is because I work on something that uses shaders and as such has to be OpenGL-ES 2.0. Therefore I would like to make the textures as big as possible without having to consider each and every hardware texture limitation (like the old phones with only 512x512).

如果有一个最小的数(或一定值时,大多数的设备支持),这将有助于我很多。

If there was a minimum number (or a certain value that most devices support) that would help me alot.

推荐答案

是的,任何GLES2实现必须至少支持64像素的纹理的宽度和高度。您可以使用GL_MAX_TEXTURE_SIZE ENUM查询实际实际最大纹理尺寸glGetIntegerv功能。

Yes, any GLES2 implementation must support at least 64 pixel texture in width and height.You can query actual actual max texture size with glGetIntegerv function using GL_MAX_TEXTURE_SIZE enum.

请参阅官方规格第141页,表6.20。

See official spec page 141, table 6.20.

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09-05 14:17