问题
I'm calling glTexSubImage2D. If my pixel format is GL_RGBA
, then are the pixel types GL_UNSIGNED_BYTE
and GL_UNSIGNED_INT_8_8_8_8
fully equivalent?
Also, are these two pairs equivalent?
Format = GL_RGBA, Type = GL_UNSIGNED_INT_8_8_8_8
Format = GL_BGRA, Type = GL_UNSIGNED_INT_8_8_8_8_REV
I've tried reading the OpenGL spec and the GL_EXT_packed_pixels spec, but honestly I can't make head or tail of them.
回答1:
The answers are No and No. You have to think about the byte order in your computer. If you have GL_RGBA
and GL_UNSIGNED_INT_8_8_8_8
, that means that pixels are stored in 32-bit integers, and the colors are in the logical order RGBA in such an integer, e.g. the red is in the high-order byte and the alpha is in the low-order byte. But if the machine is little-endian (as with Intel CPUs), it follows that the actual order in memory is ABGR. Whereas, GL_RGBA
with GL_UNSIGNED_BYTE
will store the bytes in RGBA order regardless whether the computer is little-endian or big-endian.
GL_BGRA
with GL_UNSIGNED_INT_8_8_8_8_REV
would store colors in an integer in the logical order ARGB, but then on a little-endian machine, you get BGRA order in memory.
来源:https://stackoverflow.com/questions/7786187/opengl-texture-upload-unsigned-byte-vs-unsigned-int-8-8-8-8