opengl cheatsheet - Serbipunk/notes GitHub Wiki
-
glGenVertexArrays — generate vertex array object names - 生成(多少个)顶点对象
-
glGenBuffers - generate buffer object names - 生成(多少个)Buffer对象
-
glBindVertexArray — bind a vertex array object -- 绑定(GLuint)顶点对象
-
glBindBuffer (GLenum target, GLuint buffer) — bind a named buffer object -- 绑定buffer对象
-
glBufferData — creates and initializes a buffer object's data store. -- 创建buffer中的数据存储 (GLenum target, GLsizeiptr size, const void * data, GLenum usage)
-
glEnableVertexAttribArray — Enable or disable a generic vertex attribute array -- 启用或禁用通用顶点属性数组 (GLuint index)
-
glVertexAttribPointer — define an array of generic vertex attribute data -- 定义通用顶点属性数据的数组 (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer)
-
glGenFramebuffers — generate framebuffer object names -- 创建帧缓冲对象名字 (GLsizei n, GLuint *ids)
-
glBindFramebuffer -- bind a framebuffer to a framebuffer target -- 将帧缓冲区绑定到帧缓冲区目标 (GLenum target, GLuint framebuffer) target 3 cases: GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER or GL_FRAMEBUFFER
-
glGenTextures -- generate texture names. -- 生成纹理名称 ( GLsizei n, GLuint * textures)
-
glActiveTexture — select active texture unit -- 选择活跃的纹理单元
-
glGenTextures
-
glBindTexture
-
glPixelStorei
-
glTexImage2D
(1 channel example: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_nWidth, m_nHeight, GL_RED, GL_UNSIGNED_BYTE, m_skinMaskArray[nFaceIndex].data());
)
(4 channels example: ``)
-
glTexSubImage2D
-
glTexParameterf
-
glGenBuffers(GLsizei n, GLuint * buffers) -- 在buffers中返回2个buffer object names。不能保证名称形成一组连续的整数;但是,可以保证在调用 glGenBuffers 之前没有立即使用返回的名称。
-
glUniform1i -- Specify the value of a uniform variable for the current program object -- 指定一个统一变量(uniform variable)的值,为当前的程序对象(program object) -- (GLint location, GLint v0)
-
glGetUniformLocation -- 获取着色器程序中统一变量的位置 (GLuint program, const GLchar* name) -> integer that represents the location of a specific uniform variable within a program object