本文整理汇总了C++中WebGLAttachment::isValid方法的典型用法代码示例。如果您正苦于以下问题:C++ WebGLAttachment::isValid方法的具体用法?C++ WebGLAttachment::isValid怎么用?C++ WebGLAttachment::isValid使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WebGLAttachment
的用法示例。
在下文中一共展示了WebGLAttachment::isValid方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: hasStencilBuffer
bool WebGLFramebuffer::hasStencilBuffer() const
{
WebGLAttachment* attachment = getAttachment(GraphicsContext3D::STENCIL_ATTACHMENT);
if (!attachment)
attachment = getAttachment(GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT);
return attachment && attachment->isValid();
}
示例2: checkStatus
GC3Denum WebGLFramebuffer::checkStatus(const char** reason) const
{
unsigned int count = 0;
GC3Dsizei width = 0, height = 0;
bool haveDepth = false;
bool haveStencil = false;
bool haveDepthStencil = false;
for (AttachmentMap::const_iterator it = m_attachments.begin(); it != m_attachments.end(); ++it) {
WebGLAttachment* attachment = it->value.get();
if (!isAttachmentComplete(attachment, it->key, reason))
return GraphicsContext3D::FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
if (!attachment->isValid()) {
*reason = "attachment is not valid";
return GraphicsContext3D::FRAMEBUFFER_UNSUPPORTED;
}
if (!attachment->getFormat()) {
*reason = "attachment is an unsupported format";
return GraphicsContext3D::FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
switch (it->key) {
case GraphicsContext3D::DEPTH_ATTACHMENT:
haveDepth = true;
break;
case GraphicsContext3D::STENCIL_ATTACHMENT:
haveStencil = true;
break;
case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT:
haveDepthStencil = true;
break;
}
if (!count) {
width = attachment->getWidth();
height = attachment->getHeight();
} else {
if (width != attachment->getWidth() || height != attachment->getHeight()) {
*reason = "attachments do not have the same dimensions";
return GraphicsContext3D::FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
}
}
++count;
}
if (!count) {
*reason = "no attachments";
return GraphicsContext3D::FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
}
if (!width || !height) {
*reason = "framebuffer has a 0 dimension";
return GraphicsContext3D::FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
// WebGL specific: no conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments.
if ((haveDepthStencil && (haveDepth || haveStencil)) || (haveDepth && haveStencil)) {
*reason = "conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments";
return GraphicsContext3D::FRAMEBUFFER_UNSUPPORTED;
}
return GraphicsContext3D::FRAMEBUFFER_COMPLETE;
}