diff --git a/docs/05 Advanced Lighting/07 Bloom.md b/docs/05 Advanced Lighting/07 Bloom.md index 1908489..05f58cf 100644 --- a/docs/05 Advanced Lighting/07 Bloom.md +++ b/docs/05 Advanced Lighting/07 Bloom.md @@ -179,7 +179,7 @@ void main() GLuint pingpongFBO[2]; GLuint pingpongBuffer[2]; glGenFramebuffers(2, pingpongFBO); -glGenTextures(2, pingpongColorbuffers); +glGenTextures(2, pingpongBuffer); for (GLuint i = 0; i < 2; i++) { glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]); @@ -271,4 +271,4 @@ void main() - [Efficient Gaussian Blur with linear sampling](http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/):非常详细地描述了高斯模糊,以及如何使用OpenGL的双线性纹理采样提升性能。 - [Bloom Post Process Effect](https://udn.epicgames.com/Three/Bloom.html):来自Epic Games关于通过对权重的多个高斯曲线结合来提升泛光效果的文章。 -- [How to do good bloom for HDR rendering](http://kalogirou.net/2006/05/20/how-to-do-good-bloom-for-hdr-rendering/):Kalogirou的文章描述了如何使用更好的高斯模糊算法来提升泛光效果。 \ No newline at end of file +- [How to do good bloom for HDR rendering](http://kalogirou.net/2006/05/20/how-to-do-good-bloom-for-hdr-rendering/):Kalogirou的文章描述了如何使用更好的高斯模糊算法来提升泛光效果。