![]() In contrast, on desktop systems, the maximum precision is often used even for lower-precision variables. Precision qualifiers for variables in shaders are significant in GLSL ES. GLSL texture functions that end in "Lod" (eg texture2DLod) are only permitted in the vertex shader. ![]() If your application doesn't require the REPEAT wrap mode, and can tolerate the lack of mipmaps, then you can simply configure the WebGLTexture object appropriately at creation time:įunction createTextureFromImage ( image )
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