angelmonica126 / graphicalgorithm Goto Github PK
View Code? Open in Web Editor NEW:octopus: :octopus:图形学论文实现
License: MIT License
:octopus: :octopus:图形学论文实现
License: MIT License
貌似最高只能build 2019?怎么支持2022呢,谢谢!
在您的代码中,是使用Min4R和Max4R来计算HitMinR / HitMaxR的
float HitMinR = Min4R * (1.0f / (4.0f * Max4R));
float HitMinG = Min4G * (1.0f / (4.0f * Max4G));
float HitMinB = Min4B * (1.0f / (4.0f * Max4B));
float HitMaxR = (PeakC.x - Max4R) * (1.0f / (4.0f * Min4R + PeakC.y));
float HitMaxG = (PeakC.x - Max4G) * (1.0f / (4.0f * Min4G + PeakC.y));
float HitMaxB = (PeakC.x - Max4B) * (1.0f / (4.0f * Min4B + PeakC.y));
缺少了再次和中心点e计算min和max的步骤,正确应该是
float HitMinR = min(Min4R, e.r) * (1.0f / (4.0f * Max4R));
//...
float HitMaxR = (PeakC.x - max(Max4R, e.r)) * (1.0f / (4.0f * Min4R + PeakC.y));
//...
问题:
在Frame->Shader.cpp文件中
···cpp
GLint CShader::__loadShader(const std::string& vShaderFileName, GLint vShaderType) const
···
出了问题,没有编译Shader文件
原因是在Release模式下,不会运行_ASSERT函数,因此忽略了_ASSERT(__compileShader(Shader));
所以在Debug下可以正常运行,但是在Release下运行报错。
建议修改为
GLboolean isCompileShader = __compileShader(Shader);
_ASSERT(isCompileShader);
作者用的框架好简洁,代码好精炼,我好喜欢!但是比如像贴图采样的地方,我看不到贴图的数据是怎么传入进去的,所以有点好奇。非常期待作者的解答!
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