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A 16-bit floating-point number has a 1-bit sign (S), a 5-bit
exponent (E), and a 10-bit mantissa (M). The value of a 16-bit
floating-point number is determined by the following:
(-1)^S * 0.0, if E == 0 and M == 0,
(-1)^S * 2^-14 * (M / 2^10), if E == 0 and M != 0,
(-1)^S * 2^(E-15) * (1 + M/2^10), if 0 < E < 31,
(-1)^S * INF, if E == 31 and M == 0, or
NaN, if E == 31 and M != 0,
where
S = floor((N mod 65536) / 32768),
E = floor((N mod 32768) / 1024), and
M = N mod 1024.
Implementations are also allowed to use any of the following
alternative encodings:
(-1)^S * 0.0, if E == 0 and M != 0,
(-1)^S * 2^(E-15) * (1 + M/2^10), if E == 31 and M == 0, or
(-1)^S * 2^(E-15) * (1 + M/2^10), if E == 31 and M != 0,
Any representable 16-bit floating-point value is legal as input
to a GL command that accepts 16-bit floating-point data. The
result of providing a value that is not a floating-point number
(such as infinity or NaN) to such a command is unspecified, but
must not lead to GL interruption or termination. Providing a
denormalized number or negative zero to GL must yield predictable
results.
exponent (E), and a 10-bit mantissa (M). The value of a 16-bit
floating-point number is determined by the following:
(-1)^S * 0.0, if E == 0 and M == 0,
(-1)^S * 2^-14 * (M / 2^10), if E == 0 and M != 0,
(-1)^S * 2^(E-15) * (1 + M/2^10), if 0 < E < 31,
(-1)^S * INF, if E == 31 and M == 0, or
NaN, if E == 31 and M != 0,
where
S = floor((N mod 65536) / 32768),
E = floor((N mod 32768) / 1024), and
M = N mod 1024.
Implementations are also allowed to use any of the following
alternative encodings:
(-1)^S * 0.0, if E == 0 and M != 0,
(-1)^S * 2^(E-15) * (1 + M/2^10), if E == 31 and M == 0, or
(-1)^S * 2^(E-15) * (1 + M/2^10), if E == 31 and M != 0,
Any representable 16-bit floating-point value is legal as input
to a GL command that accepts 16-bit floating-point data. The
result of providing a value that is not a floating-point number
(such as infinity or NaN) to such a command is unspecified, but
must not lead to GL interruption or termination. Providing a
denormalized number or negative zero to GL must yield predictable
results.
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The amount of storage available for uniform variables in the default uniform
block accessed by a vertex shader is specified by the value of the
implementation-dependent constant MAX_VERTEX_UNIFORM_COMPONENTS. The total
amount of combined storage available for uniform variables in all uniform
blocks accessed by a vertex shader (including the default uniform block)
is specified by the value of the implementation-dependent
constant MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS. These values
represent the numbers of individual floating-point, integer, or boolean
values that can be held in uniform variable storage for a vertex shader.
A link error is generated if an attempt is made to utilize more than
the space available for vertex shader uniform variables.
block accessed by a vertex shader is specified by the value of the
implementation-dependent constant MAX_VERTEX_UNIFORM_COMPONENTS. The total
amount of combined storage available for uniform variables in all uniform
blocks accessed by a vertex shader (including the default uniform block)
is specified by the value of the implementation-dependent
constant MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS. These values
represent the numbers of individual floating-point, integer, or boolean
values that can be held in uniform variable storage for a vertex shader.
A link error is generated if an attempt is made to utilize more than
the space available for vertex shader uniform variables.
When a program is successfully linked, all active uniforms belonging to
the program object's default uniform block are initialized to zero (FALSE
for booleans). A successful link will also generate a location for each
active uniform in the default uniform block. The values of active uniforms
in the default uniform block can be changed using this location and the
appropriate Uniform* command (see below). These locations are invalidated
and new ones assigned after each successful re-link.
the program object's default uniform block are initialized to zero (FALSE
for booleans). A successful link will also generate a location for each
active uniform in the default uniform block. The values of active uniforms
in the default uniform block can be changed using this location and the
appropriate Uniform* command (see below). These locations are invalidated
and new ones assigned after each successful re-link.
Similarly, when a program is successfully linked, all active uniforms
belonging to the program's named uniform blocks are assigned offsets
(and strides for array and matrix type uniforms) within the uniform block
according to layout rules described below. Uniform buffer objects provide
the storage for named uniform blocks, so the values of active uniforms in
named uniform blocks may be changed by modifying the contents of the buffer
object using commands such as BufferData, BufferSubData, MapBuffer, and
UnmapBuffer. Uniforms in a named uniform block are not assigned a location
and may not be modified using the Uniform* commands. The offsets and strides
of all active uniforms belonging to named uniform blocks of a program object
are invalidated and new ones assigned after each successful re-link.
belonging to the program's named uniform blocks are assigned offsets
(and strides for array and matrix type uniforms) within the uniform block
according to layout rules described below. Uniform buffer objects provide
the storage for named uniform blocks, so the values of active uniforms in
named uniform blocks may be changed by modifying the contents of the buffer
object using commands such as BufferData, BufferSubData, MapBuffer, and
UnmapBuffer. Uniforms in a named uniform block are not assigned a location
and may not be modified using the Uniform* commands. The offsets and strides
of all active uniforms belonging to named uniform blocks of a program object
are invalidated and new ones assigned after each successful re-link.
To find the location within a program object of an active uniform
variable associated with the default uniform block, use the command
int GetUniformLocation(uint program, const char *name);
This command will return the location of uniform variable if it
is associated with the default uniform block. must be a
null-terminated string, without white space. The value -1 will be returned
if does not correspond to an active uniform variable name in
, if is associated with a named uniform block, or if
starts with the reserved prefix "gl_".
If has not been successfully linked, the error INVALID_OPERATION
is generated. After a program is linked, the location of a uniform
variable will not change, unless the program is re-linked.
A valid ...
Pg 80, insert before the description of GetActiveUniform:
Named uniform blocks, like uniforms, are identified by name strings.
Uniform block indices corresponding to uniform block names can be queried
by calling
uint GetUniformBlockIndex(uint program,
const char* uniformBlockName);
is the name of a program object for which the command
LinkProgram has been issued in the past. It is not
necessary for to have been linked successfully. The link
could have failed because the number of active uniforms exceeded the
limit.
must contain a null-terminated string specifying
the name of a uniform block.
variable associated with the default uniform block, use the command
int GetUniformLocation(uint program, const char *name);
This command will return the location of uniform variable if it
is associated with the default uniform block. must be a
null-terminated string, without white space. The value -1 will be returned
if does not correspond to an active uniform variable name in
, if is associated with a named uniform block, or if
starts with the reserved prefix "gl_".
If has not been successfully linked, the error INVALID_OPERATION
is generated. After a program is linked, the location of a uniform
variable will not change, unless the program is re-linked.
A valid ...
Pg 80, insert before the description of GetActiveUniform:
Named uniform blocks, like uniforms, are identified by name strings.
Uniform block indices corresponding to uniform block names can be queried
by calling
uint GetUniformBlockIndex(uint program,
const char* uniformBlockName);
is the name of a program object for which the command
LinkProgram has been issued in the past. It is not
necessary for to have been linked successfully. The link
could have failed because the number of active uniforms exceeded the
limit.
must contain a null-terminated string specifying
the name of a uniform block.
GetUniformBlockIndex returns the uniform block index for the
uniform block named of . If
does not identify an active uniform block of
, or an error occurred, then INVALID_INDEX is returned.
The indices of the active uniform blocks of a program are assigned in
consecutive order, beginning with zero.
An active uniform block's name string can be queried from its
uniform block index by calling
void GetActiveUniformBlockName(uint program,
uint uniformBlockIndex,
sizei bufSize,
sizei* length,
char* uniformBlockName);
is the name of a program object for which the command
LinkProgram has been issued in the past. It is not
necessary for to have been linked successfully. The link
could have failed because the number of active uniforms exceeded the
limit.
uniform block named of . If
does not identify an active uniform block of
, or an error occurred, then INVALID_INDEX is returned.
The indices of the active uniform blocks of a program are assigned in
consecutive order, beginning with zero.
An active uniform block's name string can be queried from its
uniform block index by calling
void GetActiveUniformBlockName(uint program,
uint uniformBlockIndex,
sizei bufSize,
sizei* length,
char* uniformBlockName);
is the name of a program object for which the command
LinkProgram has been issued in the past. It is not
necessary for to have been linked successfully. The link
could have failed because the number of active uniforms exceeded the
limit.
must be an active uniform block index of
, in the range zero to the value of
ACTIVE_UNIFORM_BLOCKS - 1. The value of
ACTIVE_UNIFORM_BLOCKS can be queried with GetProgramiv (see
section 6.1.14). If is greater than or equal to
the value of ACTIVE_UNIFORM_BLOCKS, the error INVALID_VALUE is
generated.
The string name of the uniform block identified by
is returned into . The name is
null-terminated. The actual number of characters written into
, excluding the null terminator, is returned in .
If is NULL, no length is returned.
contains the maximum number of characters (including the
null terminator) that will be written back to .
If an error occurs, nothing will be written to or
.
Information about an active uniform block can be queried by calling
void GetActiveUniformBlockiv(uint program,
uint uniformBlockIndex,
enum pname,
int* params);
is the name of a program object for which the command
LinkProgram has been issued in the past. It is not
necessary for to have been linked successfully. The link
could have failed because the number of active uniforms exceeded the
limit.
, in the range zero to the value of
ACTIVE_UNIFORM_BLOCKS - 1. The value of
ACTIVE_UNIFORM_BLOCKS can be queried with GetProgramiv (see
section 6.1.14). If is greater than or equal to
the value of ACTIVE_UNIFORM_BLOCKS, the error INVALID_VALUE is
generated.
The string name of the uniform block identified by
is returned into . The name is
null-terminated. The actual number of characters written into
, excluding the null terminator, is returned in .
If is NULL, no length is returned.
contains the maximum number of characters (including the
null terminator) that will be written back to .
If an error occurs, nothing will be written to or
.
Information about an active uniform block can be queried by calling
void GetActiveUniformBlockiv(uint program,
uint uniformBlockIndex,
enum pname,
int* params);
is the name of a program object for which the command
LinkProgram has been issued in the past. It is not
necessary for to have been linked successfully. The link
could have failed because the number of active uniforms exceeded the
limit.
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uniformBlockIndex> is an active uniform block index of .
If is greater than or equal to the value of
ACTIVE_UNIFORM_BLOCKS, or is not the index of an active uniform
block in , the error INVALID_VALUE is generated.
If no error occurs, the uniform block parameter(s) specified by
are returned in . Otherwise, nothing will be written
to .
If is UNIFORM_BLOCK_BINDING, then
the index of the uniform buffer binding
point last selected by the uniform block specified by
for is returned. If no uniform block has been previously
specified, zero is returned.
If is UNIFORM_BLOCK_DATA_SIZE, the value returned is the
implementation-dependent minimum total buffer object size, in
basic machine units, required to hold all active uniforms in the
uniform block identified by .
It is neither guaranteed nor expected that a given implementation will
arrange uniform values as tightly packed in a buffer object. The exception
to this is the "std140" uniform block layout, which guarantees specific
packing behavior and does not require the application to query for offsets
and strides. In this case, the minimum size may still be queried, even
though it is determined in advance based only on the uniform block
declaration (see "Standard Uniform Block Layout" in section 2.15.3.1.2).
If is greater than or equal to the value of
ACTIVE_UNIFORM_BLOCKS, or is not the index of an active uniform
block in , the error INVALID_VALUE is generated.
If no error occurs, the uniform block parameter(s) specified by
are returned in . Otherwise, nothing will be written
to .
If is UNIFORM_BLOCK_BINDING, then
the index of the uniform buffer binding
point last selected by the uniform block specified by
for is returned. If no uniform block has been previously
specified, zero is returned.
If is UNIFORM_BLOCK_DATA_SIZE, the value returned is the
implementation-dependent minimum total buffer object size, in
basic machine units, required to hold all active uniforms in the
uniform block identified by .
It is neither guaranteed nor expected that a given implementation will
arrange uniform values as tightly packed in a buffer object. The exception
to this is the "std140" uniform block layout, which guarantees specific
packing behavior and does not require the application to query for offsets
and strides. In this case, the minimum size may still be queried, even
though it is determined in advance based only on the uniform block
declaration (see "Standard Uniform Block Layout" in section 2.15.3.1.2).
Ой, а чо это текст так обрезается.
Type Name Token Keyword Type Name Token Keyword
--------------- ------- --------------- -------
FLOAT float SAMPLER_1D sampler1D
FLOAT_VEC2 vec2 SAMPLER_2D sampler2D
FLOAT_VEC3 vec3 SAMPLER_3D sampler3D
FLOAT_VEC4 vec4 SAMPLER_CUBE samplerCube
INT int SAMPLER_1D_SHADOW sampler1DShadow
INT_VEC2 ivec2 SAMPLER_2D_SHADOW sampler2DShadow
INT_VEC3 ivec3 SAMPLER_1D_ARRAY_EXT sampler1DArray
INT_VEC4 ivec4 SAMPLER_2D_ARRAY_EXT sampler2DArray
UNSIGNED_INT unsigned int SAMPLER_1D_ARRAY_SHADOW_EXT sampler1DArrayShadow
UNSIGNED_INT_VEC2_EXT uvec2 SAMPLER_2D_ARRAY_SHADOW_EXT sampler2DArrayShadow
UNSIGNED_INT_VEC3_EXT uvec3 SAMPLER_CUBE_SHADOW_EXT samplerCubeShadow
UNSIGNED_INT_VEC4_EXT uvec4 SAMPLER_2D_RECT_ARB sampler2DRect
BOOL bool SAMPLER_2D_RECT_SHADOW_ARB sampler2DRectShadow
BOOL_VEC2 bvec2 INT_SAMPLER_1D_EXT isampler1D
BOOL_VEC3 bvec3 INT_SAMPLER_2D_EXT isampler2D
BOOL_VEC4 bvec4 INT_SAMPLER_3D_EXT isampler3D
FLOAT_MAT2 mat2 INT_SAMPLER_CUBE_EXT isamplerCube
FLOAT_MAT3 mat3 INT_SAMPLER_1D_ARRAY_EXT isampler1DArray
FLOAT_MAT4 mat4 INT_SAMPLER_2D_ARRAY_EXT isampler2DArray
FLOAT_MAT2x3 mat2x3 UNSIGNED_INT_SAMPLER_1D_EXT usampler1D
FLOAT_MAT2x4
--------------- ------- --------------- -------
FLOAT float SAMPLER_1D sampler1D
FLOAT_VEC2 vec2 SAMPLER_2D sampler2D
FLOAT_VEC3 vec3 SAMPLER_3D sampler3D
FLOAT_VEC4 vec4 SAMPLER_CUBE samplerCube
INT int SAMPLER_1D_SHADOW sampler1DShadow
INT_VEC2 ivec2 SAMPLER_2D_SHADOW sampler2DShadow
INT_VEC3 ivec3 SAMPLER_1D_ARRAY_EXT sampler1DArray
INT_VEC4 ivec4 SAMPLER_2D_ARRAY_EXT sampler2DArray
UNSIGNED_INT unsigned int SAMPLER_1D_ARRAY_SHADOW_EXT sampler1DArrayShadow
UNSIGNED_INT_VEC2_EXT uvec2 SAMPLER_2D_ARRAY_SHADOW_EXT sampler2DArrayShadow
UNSIGNED_INT_VEC3_EXT uvec3 SAMPLER_CUBE_SHADOW_EXT samplerCubeShadow
UNSIGNED_INT_VEC4_EXT uvec4 SAMPLER_2D_RECT_ARB sampler2DRect
BOOL bool SAMPLER_2D_RECT_SHADOW_ARB sampler2DRectShadow
BOOL_VEC2 bvec2 INT_SAMPLER_1D_EXT isampler1D
BOOL_VEC3 bvec3 INT_SAMPLER_2D_EXT isampler2D
BOOL_VEC4 bvec4 INT_SAMPLER_3D_EXT isampler3D
FLOAT_MAT2 mat2 INT_SAMPLER_CUBE_EXT isamplerCube
FLOAT_MAT3 mat3 INT_SAMPLER_1D_ARRAY_EXT isampler1DArray
FLOAT_MAT4 mat4 INT_SAMPLER_2D_ARRAY_EXT isampler2DArray
FLOAT_MAT2x3 mat2x3 UNSIGNED_INT_SAMPLER_1D_EXT usampler1D
FLOAT_MAT2x4
The values of uniforms arranged in named uniform blocks are extracted from
buffer object storage. The mechanisms for placing individual uniforms in
a buffer object and connecting a uniform block to an individual buffer
object are described below.
There is a set of implementation-dependent maximums for the number of
active uniform blocks used by each shader (vertex, fragment, geometry).
If the number of uniform blocks used by any shader in the program exceeds
its corresponding limit, the program will fail to link. The limits for
vertex, fragment, and geometry shaders can be obtained by calling
GetIntegerv with values of MAX_VERTEX_UNIFORM_BLOCKS,
MAX_FRAGMENT_UNIFORM_BLOCKS, and MAX_GEOMETRY_UNIFORM_BLOCKS,
respectively.
Additionally, there is an implementation-dependent limit on the sum of the
number of active uniform blocks used by each shader of a program. If a
uniform block is used by multiple shaders, each such use counts separately
against this combined limit. The combined uniform block use limit can be
obtained by calling GetIntegerv with a of
MAX_COMBINED_UNIFORM_BLOCKS.
When a named uniform block is declared by multiple shaders in a program,
it must be declared identically in each shader. The uniforms within the
block must be declared with the same names and types, and in the same
order. If a program contains multiple shaders with different declarations
for the same named uniform block differs between shader, the program will
fail to link.
buffer object storage. The mechanisms for placing individual uniforms in
a buffer object and connecting a uniform block to an individual buffer
object are described below.
There is a set of implementation-dependent maximums for the number of
active uniform blocks used by each shader (vertex, fragment, geometry).
If the number of uniform blocks used by any shader in the program exceeds
its corresponding limit, the program will fail to link. The limits for
vertex, fragment, and geometry shaders can be obtained by calling
GetIntegerv with values of MAX_VERTEX_UNIFORM_BLOCKS,
MAX_FRAGMENT_UNIFORM_BLOCKS, and MAX_GEOMETRY_UNIFORM_BLOCKS,
respectively.
Additionally, there is an implementation-dependent limit on the sum of the
number of active uniform blocks used by each shader of a program. If a
uniform block is used by multiple shaders, each such use counts separately
against this combined limit. The combined uniform block use limit can be
obtained by calling GetIntegerv with a of
MAX_COMBINED_UNIFORM_BLOCKS.
When a named uniform block is declared by multiple shaders in a program,
it must be declared identically in each shader. The uniforms within the
block must be declared with the same names and types, and in the same
order. If a program contains multiple shaders with different declarations
for the same named uniform block differs between shader, the program will
fail to link.
By default, uniforms contained within a uniform block are extracted from
buffer storage in an implementation-dependent manner. Applications may
query the offsets assigned to uniforms inside uniform blocks with query
functions provided by the GL.
The "layout" qualifier provides shaders with control of the layout of
uniforms within a uniform block. When the "std140" layout is specified,
the offset of each uniform in a uniform block can be derived from the
definition of the uniform block by applying the set of rules described
below.
If a uniform block is declared in multiple shaders linked together into a
single program, the link will fail unless the uniform block declaration,
including layout qualifier, are identical in all such shaders.
When using the "std140" storage layout, structures will be laid out in
buffer storage with its members stored in monotonically increasing order
based on their location in the declaration. A structure and each
structure member have a base offset and a base alignment, from which an
aligned offset is computed by rounding the base offset up to a multiple of
the base alignment. The base offset of the first member of a structure is
taken from the aligned offset of the structure itself. The base offset of
all other structure members is derived by taking the offset of the last
basic machine unit consumed by the previous member and adding one. Each
structure member is stored in memory at its aligned offset. The members
of a top-level uniform block are laid out in buffer storage by treating
the uniform block as a structure with a base offset of zero.
buffer storage in an implementation-dependent manner. Applications may
query the offsets assigned to uniforms inside uniform blocks with query
functions provided by the GL.
The "layout" qualifier provides shaders with control of the layout of
uniforms within a uniform block. When the "std140" layout is specified,
the offset of each uniform in a uniform block can be derived from the
definition of the uniform block by applying the set of rules described
below.
If a uniform block is declared in multiple shaders linked together into a
single program, the link will fail unless the uniform block declaration,
including layout qualifier, are identical in all such shaders.
When using the "std140" storage layout, structures will be laid out in
buffer storage with its members stored in monotonically increasing order
based on their location in the declaration. A structure and each
structure member have a base offset and a base alignment, from which an
aligned offset is computed by rounding the base offset up to a multiple of
the base alignment. The base offset of the first member of a structure is
taken from the aligned offset of the structure itself. The base offset of
all other structure members is derived by taking the offset of the last
basic machine unit consumed by the previous member and adding one. Each
structure member is stored in memory at its aligned offset. The members
of a top-level uniform block are laid out in buffer storage by treating
the uniform block as a structure with a base offset of zero.
Моя мама вообще считает, что седина очень красит мужчину.
Arguments to DrawArraysIndirect and DrawElementsIndirect commands
may be stored in buffer objects.
Initially zero is bound to DRAW_INDIRECT_BUFFER. In the
compatibility profile, this indicates that DrawArraysIndirect and
DrawElementsIndirect are to source their arguments directly from the
pointer passed as their parameters. In the core profile,
an INVALID_OPERATION error is generated if zero is bound to
DRAW_INDIRECT_BUFFER and DrawArraysIndirect or DrawElementsIndirect
is called.
A buffer object is bound to DRAW_INDIRECT_BUFFER by calling
BindBuffer with set to DRAW_INDIRECT_BUFFER, and
set to the name of the buffer object. If no corresponding buffer
object exists, one is initialized as defined in section 2.9.
While a non-zero buffer object name is bound to DRAW_INDIRECT_BUFFER,
DrawArraysIndirect and DrawElementsIndirect source their arguments
from that buffer object, using their parameters as offsets
into the buffer object in the same fashion as described in section 2.9.3.
An INVALID_OPERATION error is generated if the commands source data
beyond the end of the buffer object or if is not word aligned.
may be stored in buffer objects.
Initially zero is bound to DRAW_INDIRECT_BUFFER. In the
compatibility profile, this indicates that DrawArraysIndirect and
DrawElementsIndirect are to source their arguments directly from the
pointer passed as their parameters. In the core profile,
an INVALID_OPERATION error is generated if zero is bound to
DRAW_INDIRECT_BUFFER and DrawArraysIndirect or DrawElementsIndirect
is called.
A buffer object is bound to DRAW_INDIRECT_BUFFER by calling
BindBuffer with set to DRAW_INDIRECT_BUFFER, and
set to the name of the buffer object. If no corresponding buffer
object exists, one is initialized as defined in section 2.9.
While a non-zero buffer object name is bound to DRAW_INDIRECT_BUFFER,
DrawArraysIndirect and DrawElementsIndirect source their arguments
from that buffer object, using their parameters as offsets
into the buffer object in the same fashion as described in section 2.9.3.
An INVALID_OPERATION error is generated if the commands source data
beyond the end of the buffer object or if is not word aligned.
While DRAW_INDIRECT_UNIFIED_NV is enabled, DrawArraysIndirect and
DrawElementsIndirect, source their arguments from the address
specified by the command BufferAddressRange where is
DRAW_INDIRECT_ADDRESS_NV and is zero, added to the
parameter. If the commands source data beyond and including (
+ ), an INVALID_OPERATION error will be generated. If the draw
indirect address range does not belong to a buffer object that is
resident at the time of the Draw, undefined results, possibly
including program termination, may occur.
INVALID_OPERATION is generated by DrawElementsIndirect if no buffer
is bound to ELEMENT_ARRAY_BUFFER and DRAW_INDIRECT_UNIFIED_NV is
disabled.
INVALID_OPERATION is generated by DrawArraysIndirect and
DrawElementsIndirect if DRAW_INDIRECT_UNIFIED_NV is enabled and
commands source data beyond and including (address + length).
DrawElementsIndirect, source their arguments from the address
specified by the command BufferAddressRange where is
DRAW_INDIRECT_ADDRESS_NV and is zero, added to the
parameter. If the commands source data beyond and including (
+ ), an INVALID_OPERATION error will be generated. If the draw
indirect address range does not belong to a buffer object that is
resident at the time of the Draw, undefined results, possibly
including program termination, may occur.
INVALID_OPERATION is generated by DrawElementsIndirect if no buffer
is bound to ELEMENT_ARRAY_BUFFER and DRAW_INDIRECT_UNIFIED_NV is
disabled.
INVALID_OPERATION is generated by DrawArraysIndirect and
DrawElementsIndirect if DRAW_INDIRECT_UNIFIED_NV is enabled and
commands source data beyond and including (address + length).
This extension does not require ARB_instanced_arrays, but reserves
space in the Command structures such that a future extension could
add a "firstInstance" member which would initialize the instance
counter used for computing which vertex attrib array element to use.
Note that ARB_instanced_arrays does not currently support
"firstInstance", it only has a frequency divider.
space in the Command structures such that a future extension could
add a "firstInstance" member which would initialize the instance
counter used for computing which vertex attrib array element to use.
Note that ARB_instanced_arrays does not currently support
"firstInstance", it only has a frequency divider.
The value an active uniform inside a named uniform block is extracted from
the data store of a buffer object bound to one of an array of uniform
buffer binding points. The number of binding points can be queried using
GetIntegerv with the constant MAX_UNIFORM_BUFFER_BINDINGS.
Buffer objects are bound to uniform block binding points by calling one of
the commands
void BindBufferRange(enum target,
uint index,
uint buffer,
intptr offset,
sizeiptr size);
void BindBufferBase(enum target,
uint index,
uint buffer);
the data store of a buffer object bound to one of an array of uniform
buffer binding points. The number of binding points can be queried using
GetIntegerv with the constant MAX_UNIFORM_BUFFER_BINDINGS.
Buffer objects are bound to uniform block binding points by calling one of
the commands
void BindBufferRange(enum target,
uint index,
uint buffer,
intptr offset,
sizeiptr size);
void BindBufferBase(enum target,
uint index,
uint buffer);
Я к этому нормально отношусь.
И к пластике в меру, скорее к косметологии .
Если есть возможно, почему мужчина не имеет права выглядеть хорошо.
И к пластике в меру, скорее к косметологии .
Если есть возможно, почему мужчина не имеет права выглядеть хорошо.
Разные мы все. Я пластику принять не могу. Разве что есть откровенное уродство, мешающее человеку жить. Такое, на которое люди оглядываются. Просто улучшайзинги не совсем понимаю. Ту же круговую подтяжку...
🏢Ленинградская область обогнала ОАЭ по ценам на аренду домов на Новый год
Цены на аренду недвижимости выросли на 20–26% по сравнению с прошлым годом. Средняя стоимость аренды загородных домов в Ленобласти в период новогодних каникул составляет 14,2 тыс. руб. за сутки.
Кроме того, уже сейчас забронировано около 40% домов(с)
Цены на аренду недвижимости выросли на 20–26% по сравнению с прошлым годом. Средняя стоимость аренды загородных домов в Ленобласти в период новогодних каникул составляет 14,2 тыс. руб. за сутки.
Кроме того, уже сейчас забронировано около 40% домов(с)
Разные мы все. Я пластику принять не могу. Разве что есть откровенное уродство, мешающее человеку жить. Такое, на которое люди оглядываются. Просто улучшайзинги не совсем понимаю. Ту же круговую подтяжку...
Я про более щадящие технологии говорю.такие как лазер ,нити .ну если шея допустим висит .почему бы её не подтянуть нитями .Но это же дело личное каждого ,поэтому.....
Я против скальпеля . ну чистку-то лица надо делать в любом случае
Я против скальпеля . ну чистку-то лица надо делать в любом случае
Подруга изнуряла, изнуряла себя в спортзале двухчасовыми силовыми тренировками, но фигура точёность не обрела. Спасательный круг остался. На липосакцию её муж не отпустил, мотивируя отказ опасностью для жизни.
🏢Ленинградская область обогнала ОАЭ по ценам на аренду домов на Новый год
Цены на аренду недвижимости выросли на 20–26% по сравнению с прошлым годом. Средняя стоимость аренды загородных домов в Ленобласти в период новогодних каникул составляет 14,2 тыс. руб. за сутки.
Кроме того, уже сейчас забронировано около 40% домов(с)
Цены на аренду недвижимости выросли на 20–26% по сравнению с прошлым годом. Средняя стоимость аренды загородных домов в Ленобласти в период новогодних каникул составляет 14,2 тыс. руб. за сутки.
Кроме того, уже сейчас забронировано около 40% домов(с)
Как дёшево.))
Откуда такие цены-то на новый год?))
это наверное на дома, с удобствами во дворе.)))
Откуда такие цены-то на новый год?))
это наверное на дома, с удобствами во дворе.)))
Разные мы все. Я пластику принять не могу. Разве что есть откровенное уродство, мешающее человеку жить. Такое, на которое люди оглядываются. Просто улучшайзинги не совсем понимаю. Ту же круговую подтяжку...
А тут пишут что я простая ))
Я даже кота подкрашиваю тональным кремом для кошек
На выставку
Крем разработан специально для выбеления носослезки у британских котов
Я даже кота подкрашиваю тональным кремом для кошек
На выставку
Крем разработан специально для выбеления носослезки у британских котов
The value an active uniform inside a named uniform block is extracted from
the data store of a buffer object bound to one of an array of uniform
buffer binding points. The number of binding points can be queried using
GetIntegerv with the constant MAX_UNIFORM_BUFFER_BINDINGS.
Buffer objects are bound to uniform block binding points by calling one of
the commands
void BindBufferRange(enum target,
uint index,
uint buffer,
intptr offset,
sizeiptr size);
void BindBufferBase(enum target,
uint index,
uint buffer);
the data store of a buffer object bound to one of an array of uniform
buffer binding points. The number of binding points can be queried using
GetIntegerv with the constant MAX_UNIFORM_BUFFER_BINDINGS.
Buffer objects are bound to uniform block binding points by calling one of
the commands
void BindBufferRange(enum target,
uint index,
uint buffer,
intptr offset,
sizeiptr size);
void BindBufferBase(enum target,
uint index,
uint buffer);
Спасибо, Николя!
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