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  • [转]OpenGL中的功能与OSG对应功能

    OpenGL function OpenSceneGraph implementation
    glClear( GLbitfield mask ) osg::Camera::setClearMask(GLbitfield mask)
    osg::GraphicsContext::setClearMask(GLbitfield mask)
    osg::ClearNode::setClearMask(GLbitfield mask)
    osg::RenderStage::setClearMask(GLbitfield mask)
    glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) osg::Camera::setClearColor(const osg::Vec4& color)
    osgUtil::SceneView::setClearColor(const osg::Vec4& color)
    glClearDepth osg::Camera::setClearDepth(double depth)
    glClearStencil osg::Camera::setClearStencil(int stencil)
    State Attributes
    glAlphaFunc( GLenum func, GLclampf ref ) osg::AlphaFunc(ComparisonFunction func, float ref)
    glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) osg::BlendColor(const osg::Vec4& constantColor)
    glBlendFunc( GLenum sfactor, GLenum dfactor) osg::BlendFunc(GLenum source, GLenum destination, GLenum source_alpha, GLenum destination_alpha)
    glBlendEquation(GLenum mode) osg::BlendEquation(Equation equation)
    glClampColor(GLenum target, GLenum mode) osg::ClampColor(GLenum vertexMode, GLenum fragmentMode, GLenum readMode);
    glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) osg::ColorMask(bool red, bool green, bool blue, bool alpha);
    glMatrixMode( GL_COLOR ) osg::ColorMatrix()
    glCullFace(GLenum mode) osg::CullFace(Mode mode)
    glDepthFunc( GLenum func)
    glDepthRange( GLclampd zNear, GLclampd zFar )
    glDepthMask( GLboolean flag )
    osg::Depth(Function func, double zNear, double zFar, bool writeMask)
    glFog*( GLenum pname, GLfloat param )
    glFog*v(GLenum pname, const GLfloat *params )
    osg::Fog();
    glFogf( GL_FOG_MODE, GLfloat param ) osg::Fog::setMode( Mode mode )
    glFogf( GL_FOG_DENSITY, GLfloat param ) osg::Fog::setDensity( float density )
    glFogf( GL_FOG_START, GLfloat param ) osg::Fog::setStart( float start )
    glFogf( GL_FOG_END, GLfloat param ) osg::Fog::setEnd( float end )
    glFogf( GL_FOG_INDEX, GLfloat param ) Color indexing not supported
    glFogfv(GL_FOG_COLOR, const GLfloat *params ) osg::Fog::setColor( const Vec4 &color )
    glFogi(GL_FOG_COORDINATE_SOURCE, GLenum mode) osg::Fog::setFogCoordinateSource(GLint source)
    glFrontFace( GLenum mode ) osg::FrontFace(Mode face)
    glHint( GLenum target, GLenum mode ) osg::Hint(GLenum target, GLenum mode)
    glLight*(GLenum light, GLenum pname, GLfloat param )
    glLight*v( GLenum light, GLenum pname, const GLfloat *params)
    osg::Light(unsigned int lightnum)
    glLightfv( GLenum light, GL_AMBIENT, const GLfloat *params) osg::Light::setAmbient( const Vec4& ambient )
    glLightfv( GLenum light, GL_DIFFUSE, const GLfloat *params) osg::Light::setDiffuse( const Vec4& diffuse )
    glLightfv( GLenum light, GL_SPECULAR, const GLfloat *params) osg::Light::setSpecular( const Vec4& specular )
    glLightfv( GLenum light, GL_POSITION, const GLfloat *params) osg::Light::setPosition( const Vec4& position )
    glLightfv( GLenum light, GL_SPOT_DIRECTION, const GLfloat *params) osg::Light::setDirection( const Vec3& direction )
    glLightf(GLenum light, GL_CONSTANT_ATTENUATION, GLfloat param ) osg::Light::setConstantAttenuation( float constant_attenuation )
    glLightf(GLenum light, GL_LINEAR_ATTENUATION, GLfloat param ) osg::Light::setLinearAttenuation ( float linear_attenuation )
    glLightf(GLenum light, GL_QUADRATIC_ATTENUATION, GLfloat param ) osg::Light::setQuadraticAttenuation ( float quadratic_attenuation )
    glLightf(GLenum light, GL_SPOT_EXPONENT, GLfloat param ) osg::Light::setSpotExponent( float spot_exponent )
    glLightf(GLenum light, GL_SPOT_CUTOFF, GLfloat param ) osg::Light::setSpotCutoff( float spot_cutoff )
    glLightModel*( GLenum pname, GLfloat param )
    glLightModel*v( GLenum pname, const GLfloat *params )
    osg::LightModel()
    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, const GLfloat *params ) osg::LightModel::setAmbientIntensity(const osg::Vec4& ambient)
    glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GLint param) osg::LightModel::setColorControl(ColorControl cc)
    glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GLint param ) osg::LightModel::setLocalViewer(bool localViewer)
    glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GLint param ) osg::LightModel::setTwoSided(bool twoSided)
    glLineStipple( GLint factor, GLushort pattern ) osg::LineStipple(GLint factor, GLushort pattern)
    glLineWidth( GLfloat width ) osg::LineWidth(float width=1.0f)
    glLogicOp( GLenum opcode ) osg::LogicOp(Opcode opcode)
    glMaterialf(GLenum face, GLenum pname, GLfloat param ) osg::Material()
      osg::Multisample()
      osg::PolygonMode(Face face,Mode mode)
      osg::PolygonOffset(float factor, float units)
      osg::PolygonStipple(const GLubyte* mask)
      osg::Scissor(int x,int y,int width,int height)
      osg::ShadeModel(Mode mode)
    glStencilFunc( GLenum func, GLint ref, GLuint mask ) osg::Stencil::setFunction(Function func,int ref,unsigned int mask)
    glStencilMask( GLuint mask ) osg::Stencil::setOperation(Operation sfail, Operation zfail, Operation zpass)
    glStencilOp( GLenum fail, GLenum zfail, GLenum zpass )
      osg::StencilTwoSided()
    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ...)
    glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, ...)
    osg::TexEnv(Mode mode)
    glTexEnvi( GL_TEXTURE_ENV, ...)
    Texture combiners extension
    osg::TexEnvCombine()
    glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, ...) osg::TexEnvFilter(float lodBias)
    glTexGen_( GLenum coord, GLenum pname, GLdouble param ) osg::TexGen()
    osg::TexGenNode()
    glMatrixMode( GL_TEXTURE ) osg::TexMat(const Matrix& matrix)
    glTexImage1D( GL_TEXTURE_1D, ...) osg::Texture1D()
    glTexImage2D( GL_TEXTURE_2D, ...) osg::Texture2D(Image* image)
    glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, ...) osg::Texture2DArray()
    glTexImage3D( GL_TEXTURE_3D, ...) osg::Texture3D()
    glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ...)
    glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, ...)
    osg::TextureCubeMap()
    glTexImage2D( GL_TEXTURE_RECTANGLE, ...) osg::TextureRectangle(Image* image)
    glViewport( GLint x, GLint y, GLsizei width, GLsizei height ) osg::Viewport(value_type x,value_type y,value_type width,value_type height)
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  • 原文地址:https://www.cnblogs.com/lyggqm/p/12835518.html
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