原链接

http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences

WebGL and OpenGL Differences

 
 

WebGL is based on the OpenGL ES 2.0 specification, and retains the semantics of OpenGL ES in order to maximize portability to mobile devices. There are some significant differences in behavior of similar APIs between OpenGL ES 2.0 and the OpenGL API on desktop systems. Many OpenGL programmers are familiar with the semantics on the desktop, and may not know about these differences in behavior. We highlight them here for clarity.

Contents

[hide

Non-Power of Two Texture Support

While OpenGL 2.0 and later for the desktop offer full support for non-power-of-two (NPOT) textures, OpenGL ES 2.0 and WebGL have only limited NPOT support. The restrictions are defined in Sections 3.8.2, "Shader Execution", and 3.7.11, "Mipmap Generation", of the OpenGL ES 2.0 specification, and are summarized here:

  • generateMipmap(target) generates an INVALID_OPERATION error if the level 0 image of the texture currently bound to target has an NPOT width or height.
  • Sampling an NPOT texture in a shader will produce the RGBA color (0, 0, 0, 1) if:
    • The minification filter is set to anything but NEAREST or LINEAR: in other words, if it uses one of the mipmapped filters.
    • The repeat mode is set to anything but CLAMP_TO_EDGE; repeating NPOT textures are not supported.

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:

var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

However, if your application requires the REPEAT wrap mode for correctness, you can easily resize the image to the next largest power of two dimensions using DOM APIs. Here is an example of how to do this. image is an HTML image object that has been fully loaded; its onload handler has already been called.

function createTextureFromImage(image) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
if (!isPowerOfTwo(image.width) || !isPowerOfTwo(image.height)) {
// Scale up the texture to the next highest power of two dimensions.
var canvas = document.createElement("canvas");
canvas.width = nextHighestPowerOfTwo(image.width);
canvas.height = nextHighestPowerOfTwo(image.height);
var ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0, image.width, image.height);
image = canvas;
}
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
 
function isPowerOfTwo(x) {
return (x & (x - 1)) == 0;
}
 
function nextHighestPowerOfTwo(x) {
--x;
for (var i = 1; i < 32; i <<= 1) {
x = x | x >> i;
}
return x + 1;
}

If your application allows, you can also resize your source images offline.

Vertex Attribute 0

On desktop GL, vertex attribute 0 has special semantics. First, it must be enabled as an array, or no geometry will be drawn. Second, it does not have persistent state, so calling glGetVertexAttribfv(0, GL_CURRENT_VERTEX_ATTRIB, ...) generates an OpenGL error.

On OpenGL ES 2.0, vertex attribute 0 has no special semantics.

WebGL follows the OpenGL ES 2.0 convention; all vertex attributes behave identically. This requires implementations on desktop GL to perform a certain amount of emulation, but this was considered to be a small price to pay for consistent behavior.

No double-precision floating-point support

OpenGL ES 2.0 does not support the GL_DOUBLE data type, either for vertex attributes or texture data. This means that the Typed Array view type Float64Array is not currently useful in conjunction with the WebGL API.

No 3D Texture support

OpenGL ES 2.0 does not support 3D textures. It is possible to emulate 3D textures with 2D textures.

// tex is a texture with each slice of the cube placed horizontally across the texture.
// texCoord is a 3d texture coord
// size is the size if the cube in pixels.
 
vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
float sliceSize = 1.0 / size; // space of 1 slice
float slicePixelSize = sliceSize / size; // space of 1 pixel
float sliceInnerSize = slicePixelSize * (size - 1.0); // space of size pixels
float zSlice0 = min(floor(texCoord.z * size), size - 1.0);
float zSlice1 = min(zSlice0 + 1.0, size - 1.0);
float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
float s0 = xOffset + (zSlice0 * sliceSize);
float s1 = xOffset + (zSlice1 * sliceSize);
vec4 slice0Color = texture2D(tex, vec2(s0, texCoord.y));
vec4 slice1Color = texture2D(tex, vec2(s1, texCoord.y));
float zOffset = mod(texCoord.z * size, 1.0);
return mix(slice0Color, slice1Color, zOffset);
}

You can see this in use in this sample. There's an explanation of how it works here.

texture2DLod

GLSL texture functions that end in "Lod" (eg texture2DLod) are only permitted in the vertex shader.

Precision Qualifiers

Precision qualifiers for variables in shaders are significant in GLSL ES. In contrast, on desktop systems, the maximum precision is often used even for lower-precision variables. This implies that the effects of precision qualifiers can often only be seen by testing content on mobile devices.

Per the OpenGL ES 2.0 specification, the built-in macro GL_FRAGMENT_PRECISION_HIGH is defined to one on systems supporting highp precision in the fragment language. Developers wishing to use the highest available precision in their fragment shaders are encouraged to write:

#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

Otherwise, if the highest precision is not absolutely required, then this unconditional declaration in the fragment shader:

precision mediump float;

will achieve the best portability. Testing should still be done on mobile devices to ensure no rendering artifacts are visible because of the use of lower precision than on desktop systems.

【转】webGL与OpenGL的不同的更多相关文章

  1. WebGL 在 OpenGL ES 指令 iOS 在 C 分歧版指令分析

    WebGL 中 OpenGL ES 指令与 iOS 中 C 版指令的差异简析 太阳火神的漂亮人生 (http://blog.csdn.net/opengl_es) 本文遵循"署名-非商业用途 ...

  2. WebGL或OpenGL关于模型视图投影变换的设置技巧

    目录 1. 具体实例 2. 解决方案 1) Cube.html 2) Cube.js 3) 运行结果 3. 详细讲解 1) 模型变换 2) 视图变换 3) 投影变换 4) 模型视图投影矩阵 4. 存在 ...

  3. 【OpenGL】 第一篇 OpenGL概览

    ---------------------------------------------------------------------------------------------------- ...

  4. webGL

    WebGL:  是 OpenGL 和 JavaScript 之间的结晶.HTML5 的 canvas 元素里.利用和OpenGL同样的API.可以绘制高精度的三维图像. (OpenGL 能够从任意视点 ...

  5. 分享我收集的引擎、图形学、WebGL方面的电子资料

    本文分享我这一年以来收集的我认为比较经典的电子资料,希望能对大家有所帮助! 本文会不断更新! 目录 WebGL Insights OpenGL Insights Game Programming Pa ...

  6. WebGL 入门-WebGL简介与3D图形学

    什么是WebGL? WebGL是一项使用JavaScript实现3D绘图的技术,浏览器无需插件支持,Web开发者就能借助系统显卡(GPU)进行编写代码从而呈现3D场景和对象. WebGL基于OpenG ...

  7. 【WebGIS系列】Typescript+WebGL+Webpack开发环境搭建

    目前Web实现矢量渲染的主流技术包括SVG.VML和WebGL.相对而言,VML是一种较古老的技术,虽然未成为W3C标准,但被早期的IE浏览器(IE9以下)和微软Office广泛使用,目前已经远离了浏 ...

  8. 一篇文章理清WebGL绘制流程

    转自:https://www.jianshu.com/p/e3d8a244f3d9 目录 初始化WebGL环境 顶点着色器(Vertex Shader)与片元着色器(Fragment Shader) ...

  9. WebGL——osg框架学习三

    今天继续来Draw绘制的osg模块的学习,昨天我们学习的是StateBin渲染状态树节点类,今天我们来继续学习下一个Draw的基础类DrawableEntity渲染对象实体类.这个类和Drawable ...

随机推荐

  1. [转帖]FPGA开发工具汇总

    原帖:http://blog.chinaaet.com/yocan/p/5100017074 ----------------------------------------------------- ...

  2. 循序渐进Python3(十)-- 4 -- paramiko

    paramiko模块,基于SSH用于连接远程服务器并执行相关操作. 使用 (1)SSHClient 用于连接远程服务器并执行基本命令 基于用户名密码连接: , ))transport.connect( ...

  3. mvc Razor 视图中找不到 ViewBag的定义

    在Razor 视图中,我们有时会看到 ViewBag.Title 下会划一个红线,当鼠标放上去的时候会提示这样的一个错误: 找不到编译动态表达式所需的一种或多种类型,是否缺少引用? 但在项目启动运行时 ...

  4. 分享一个web存储方法

    https://github.com/zhujiasheng/jquery-cookie/blob/master/src/jquery.cookie.js https://github.com/WQT ...

  5. dos 批处理删除svn目录

    转自 http://blog.sina.com.cn/mpl398235717 @echo offecho ********************************************** ...

  6. 我的VPN推荐经历

    先说说我为什么会走上VPN推荐之路的. 忘记了什么原因需要上某一国外的网站,但是这个网站在国内被禁止访问,于是我想到了VPN,我在网上搜索VPN,找到了几个VPN推荐的博客,然后我根据博客的推荐到了某 ...

  7. jquery的hide()和show()

    jquery用hide()和show()函数来控制html元素的显示和隐藏. hide()和show()都可以带参数的,hide(1000)表示隐藏所需的时间为1秒.此外还可以用slow,fast参数 ...

  8. xcode的类库报错,如何解决

    首先看一下自己报错的原因,是当前UIkit框架还是别的,然后按住Command+shift+G 把"/Applications/Xcode.app/Contents/Developer/Pl ...

  9. 在iis中设置文件下载而不是在浏览器上打开

    点击网页链接的*.txt,*.jpg,*.xml等文件时会在浏览器上直接显示,并没有像*.doc那样弹出下载提示框. 解决方法: 在部署的网站上,选择存放文件的目录,选择 HTTP响应标头 ,添加一个 ...

  10. Command(命令)-对象行为型模式

    1.意图 将一个请求封装为一个对象,从而使你可用不同的请求对客户进行参数化:对请求排队或记录请求日志,以及支持可撤销的操作. 2.别名 动作(Action),事务(Transaction) 3.动机 ...