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mirror of https://github.com/LearnOpenGL-CN/LearnOpenGL-CN.git synced 2025-08-23 04:35:28 +08:00

fix typo in bloom.md

对照原文,此段代码变量名应为pingpongBuffer
https://learnopengl.com/Advanced-Lighting/Bloom
This commit is contained in:
Fu Zhen
2018-02-21 23:31:34 +08:00
committed by GitHub
parent 1ca912c2ef
commit 3fb3d39dcb

View File

@@ -179,7 +179,7 @@ void main()
GLuint pingpongFBO[2]; GLuint pingpongFBO[2];
GLuint pingpongBuffer[2]; GLuint pingpongBuffer[2];
glGenFramebuffers(2, pingpongFBO); glGenFramebuffers(2, pingpongFBO);
glGenTextures(2, pingpongColorbuffers); glGenTextures(2, pingpongBuffer);
for (GLuint i = 0; i < 2; i++) for (GLuint i = 0; i < 2; i++)
{ {
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[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。 - [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。 - [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。 - [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。