OpenGL中的功能與OSG對應功能
阿新 • • 發佈:2018-11-17
OpenGL中的功能與OSG對應功能 (摘)
將OpenGL中的功能與OSG對應功能進行列舉:
OpenGL function | OpenSceneGraph implementation |
glClear( GLbitfield mask ) | osg::Camera::setClearMask(GLbitfield mask) osg::GraphicsContext::setClearMask(GLbitfield mask) osg::ClearNode::setClearMask(GLbitfield mask) osg::RenderStage::setClearMask(GLbitfield mask) |
glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) | osg::Camera::setClearColor(const osg::Vec4& color) osgUtil::SceneView::setClearColor(const osg::Vec4& color) |
glClearDepth | osg::Camera::setClearDepth(double depth) |
glClearStencil | osg::Camera::setClearStencil(int stencil) |
State Attributes | |
glAlphaFunc( GLenum func, GLclampf ref ) | osg::AlphaFunc(ComparisonFunction func, float ref) |
glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) | osg::BlendColor(const osg::Vec4& constantColor) |
glBlendFunc( GLenum sfactor, GLenum dfactor) | osg::BlendFunc(GLenum source, GLenum destination, GLenum source_alpha, GLenum destination_alpha) |
glBlendEquation(GLenum mode) | osg::BlendEquation(Equation equation) |
glClampColor(GLenum target, GLenum mode) | osg::ClampColor(GLenum vertexMode, GLenum fragmentMode, GLenum readMode); |
glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) | osg::ColorMask(bool red, bool green, bool blue, bool alpha); |
glMatrixMode( GL_COLOR ) | osg::ColorMatrix() |
glCullFace(GLenum mode) | osg::CullFace(Mode mode) |
glDepthFunc( GLenum func) glDepthRange( GLclampd zNear, GLclampd zFar ) glDepthMask( GLboolean flag ) |
osg::Depth(Function func, double zNear, double zFar, bool writeMask) |
glFog*( GLenum pname, GLfloat param ) glFog*v(GLenum pname, const GLfloat *params ) |
osg::Fog(); |
glFogf( GL_FOG_MODE, GLfloat param ) | osg::Fog::setMode( Mode mode ) |
glFogf( GL_FOG_DENSITY, GLfloat param ) | osg::Fog::setDensity( float density ) |
glFogf( GL_FOG_START, GLfloat param ) | osg::Fog::setStart( float start ) |
glFogf( GL_FOG_END, GLfloat param ) | osg::Fog::setEnd( float end ) |
glFogf( GL_FOG_INDEX, GLfloat param ) | Color indexing not supported |
glFogfv(GL_FOG_COLOR, const GLfloat *params ) | osg::Fog::setColor( const Vec4 &color ) |
glFogi(GL_FOG_COORDINATE_SOURCE, GLenum mode) | osg::Fog::setFogCoordinateSource(GLint source) |
glFrontFace( GLenum mode ) | osg::FrontFace(Mode face) |
glHint( GLenum target, GLenum mode ) | osg::Hint(GLenum target, GLenum mode) |
glLight*(GLenum light, GLenum pname, GLfloat param ) glLight*v( GLenum light, GLenum pname, const GLfloat *params) |
osg::Light(unsigned int lightnum) |
glLightfv( GLenum light, GL_AMBIENT, const GLfloat *params) | osg::Light::setAmbient( const Vec4& ambient ) |
glLightfv( GLenum light, GL_DIFFUSE, const GLfloat *params) | osg::Light::setDiffuse( const Vec4& diffuse ) |
glLightfv( GLenum light, GL_SPECULAR, const GLfloat *params) | osg::Light::setSpecular( const Vec4& specular ) |
glLightfv( GLenum light, GL_POSITION, const GLfloat *params) | osg::Light::setPosition( const Vec4& position ) |
glLightfv( GLenum light, GL_SPOT_DIRECTION, const GLfloat *params) | osg::Light::setDirection( const Vec3& direction ) |
glLightf(GLenum light, GL_CONSTANT_ATTENUATION, GLfloat param ) | osg::Light::setConstantAttenuation( float constant_attenuation ) |
glLightf(GLenum light, GL_LINEAR_ATTENUATION, GLfloat param ) | osg::Light::setLinearAttenuation ( float linear_attenuation ) |
glLightf(GLenum light, GL_QUADRATIC_ATTENUATION, GLfloat param ) | osg::Light::setQuadraticAttenuation ( float quadratic_attenuation ) |
glLightf(GLenum light, GL_SPOT_EXPONENT, GLfloat param ) | osg::Light::setSpotExponent( float spot_exponent ) |
glLightf(GLenum light, GL_SPOT_CUTOFF, GLfloat param ) | osg::Light::setSpotCutoff( float spot_cutoff ) |
glLightModel*( GLenum pname, GLfloat param ) glLightModel*v( GLenum pname, const GLfloat *params ) |
osg::LightModel() |
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, const GLfloat *params ) | osg::LightModel::setAmbientIntensity(const osg::Vec4& ambient) |
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GLint param) | osg::LightModel::setColorControl(ColorControl cc) |
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GLint param ) | osg::LightModel::setLocalViewer(bool localViewer) |
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GLint param ) | osg::LightModel::setTwoSided(bool twoSided) |
glLineStipple( GLint factor, GLushort pattern ) | osg::LineStipple(GLint factor, GLushort pattern) |
glLineWidth( GLfloat width ) | osg::LineWidth(float width=1.0f) |
glLogicOp( GLenum opcode ) | osg::LogicOp(Opcode opcode) |
glMaterialf(GLenum face, GLenum pname, GLfloat param ) | osg::Material() |
osg::Multisample() | |
osg::PolygonMode(Face face,Mode mode) | |
osg::PolygonOffset(float factor, float units) | |
osg::PolygonStipple(const GLubyte* mask) | |
osg::Scissor(int x,int y,int width,int height) | |
osg::ShadeModel(Mode mode) | |
glStencilFunc( GLenum func, GLint ref, GLuint mask ) | osg::Stencil::setFunction(Function func,int ref,unsigned int mask) |
glStencilMask( GLuint mask ) | osg::Stencil::setOperation(Operation sfail, Operation zfail, Operation zpass) |
glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ) | |
osg::StencilTwoSided() | |
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ...) glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, ...) |
osg::TexEnv(Mode mode) |
glTexEnvi( GL_TEXTURE_ENV, ...) Texture combiners extension |
osg::TexEnvCombine() |
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, ...) | osg::TexEnvFilter(float lodBias) |
glTexGen_( GLenum coord, GLenum pname, GLdouble param ) | osg::TexGen() osg::TexGenNode() |
glMatrixMode( GL_TEXTURE ) | osg::TexMat(const Matrix& matrix) |
glTexImage1D( GL_TEXTURE_1D, ...) | osg::Texture1D() |
glTexImage2D( GL_TEXTURE_2D, ...) | osg::Texture2D(Image* image) |
glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, ...) | osg::Texture2DArray() |
glTexImage3D( GL_TEXTURE_3D, ...) | osg::Texture3D() |
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, ...) glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, ...) glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ...) glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, ...) glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ...) glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, ...) |
osg::TextureCubeMap() |
glTexImage2D( GL_TEXTURE_RECTANGLE, ...) | osg::TextureRectangle(Image* image) |
glViewport( GLint x, GLint y, GLsizei width, GLsizei height ) | osg::Viewport(value_type x,value_type y,value_type width,value_type height) |