本文整理汇总了C#中ivec2类的典型用法代码示例。如果您正苦于以下问题:C# ivec2类的具体用法?C# ivec2怎么用?C# ivec2使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
ivec2类属于命名空间,在下文中一共展示了ivec2类的15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: TextureOffset
/// <summary> Do a texture lookup as in texture but with offset added to the (u,v,w) texel coordinates before looking up each texel.
/// The offset value must be a constant expression. A limited range of offset values are supported;
/// the minimum and maximum offset values are implementation-dependent and given by MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, respectively.
/// Note that offset does not apply to the layer coordinate for texture arrays. This is explained in detail in section 3.8.11
/// “Texture Minification” of the OpenGL Graphics System Specification, where offset is (∂u ,∂v ,∂w).
/// </summary>
protected internal static vec4 TextureOffset(sampler2D sampler, vec2 P, ivec2 offset)
{
throw _invalidAccess;
}
示例2: Abs
/// <summary>Returns x if x >= 0, otherwise it returns –x.</summary>
/// <returns>The absolute value of x</returns>
protected internal static ivec2 Abs(ivec2 x)
{
throw _invalidAccess;
}
示例3: ivec3
public ivec3(ivec2 xy, int z_)
{
x = xy.x;
y = xy.y;
z = z_;
}
示例4: intBitsToFloat
/// <summary>
/// Returns a floating-point value corresponding to a signed integer encoding
/// of a floating-point value. If a NaN is passed in, it will not signal,
/// and the resulting floating point value is unspecified. If an Inf is passed in,
/// the resulting floating-point value is the corresponding Inf.
/// </summary>
protected static vec2 intBitsToFloat(ivec2 value)
{
throw _invalidAccess;
}
示例5: sign
/// <summary>Returns 1.0 if x > 0, 0.0 if x = 0, or –1.0 if x < 0.</summary>
/// <returns>The sign of x</returns>
protected static ivec2 sign(ivec2 x)
{
throw _invalidAccess;
}
示例6: texelFetch
/// <summary>
/// Use integer texture coordinate P to lookup a single texel from sampler.
/// The level-ofdetail lod is as described in sections 2.11.8 “Shader Execution”
/// under Texel Fetches and 3.8 “Texturing” of the OpenGL GraphicsSystem Specification.
/// </summary>
protected static ivec4 texelFetch(isampler2D sampler, ivec2 P, int lod)
{
throw _invalidAccess;
}
示例7: Min
/// <summary>Returns y if y < x, otherwise it returns x.</summary>
protected internal static ivec2 Min(ivec2 x, int y)
{
throw _invalidAccess;
}
示例8: texelFetchOffset
/// <summary> Fetch a single texel as in texelFetch offset by offset as described in textureOffset. </summary>
protected static ivec4 texelFetchOffset(isampler2D sampler, ivec2 P, int lod, ivec2 offset)
{
throw _invalidAccess;
}
示例9: textureProjLodOffset
/// <summary> Do an offset texture lookup with explicit LOD. See textureLod and textureOffset.</summary>
protected static ivec4 textureProjLodOffset(isampler2D sampler, vec4 P, float lod, ivec2 offset)
{
throw _invalidAccess;
}
示例10: textureProjGradOffset
/// <summary>Do a texture lookup projectively and with explicit gradient as described in textureProjGrad,
/// as well as with offset, as described in textureOffset.</summary>
protected static ivec4 textureProjGradOffset(isampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
{
throw _invalidAccess;
}
示例11: textureOffset
/// <summary> Do a texture lookup as in texture but with offset added to the (u,v,w) texel coordinates before looking up each texel.
/// The offset value must be a constant expression. A limited range of offset values are supported;
/// the minimum and maximum offset values are implementation-dependent and given by MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, respectively.
/// Note that offset does not apply to the layer coordinate for texture arrays. This is explained in detail in section 3.8.11
/// “Texture Minification” of the OpenGL Graphics System Specification, where offset is (∂u ,∂v ,∂w).
/// </summary>
protected static float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset)
{
throw _invalidAccess;
}
示例12: textureLodOffset
/// <summary> Do an offset texture lookup with explicit LOD. See textureLod and textureOffset.</summary>
protected static uvec4 textureLodOffset(usampler2D sampler, vec2 P, float lod, ivec2 offset)
{
throw _invalidAccess;
}
示例13: textureProjOffset
/// <summary> Do a projective texture lookup as described in textureProj offset by offset as described in textureOffset. </summary>
protected static ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset)
{
throw _invalidAccess;
}
示例14: frexp
/// <summary>
/// Splits x into a floating-point significand in the range [0.5, 1.0)
/// and an integral exponent of two, such that: x=significand⋅2**exponent
/// The significand is returned by the function and the exponent is returned in the parameter exp.
/// For a floating-point value of zero, the significant and exponent are both zero.
/// For a floating-point value that is an infinity or is not a number, the results are undefined.
/// </summary>
protected static dvec2 frexp(dvec2 x, out ivec2 exp)
{
throw _invalidAccess;
}
示例15: ldexp
/// <summary>
/// Builds a floating-point number from x and the corresponding integral exponent of two in exp,
/// returning: significand⋅2*+exponent
/// If this product is too large to be represented in the floating-point type, the result is undefined.
/// </summary>
protected static dvec2 ldexp(dvec2 x, ivec2 exp)
{
throw _invalidAccess;
}