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authorPeter Bengtsson <mail@peterbe.com>2020-12-08 14:40:17 -0500
committerPeter Bengtsson <mail@peterbe.com>2020-12-08 14:40:17 -0500
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+---
+title: WebGLRenderingContext.renderbufferStorage()
+slug: Web/API/WebGLRenderingContext/renderbufferStorage
+translation_of: Web/API/WebGLRenderingContext/renderbufferStorage
+---
+<div>{{APIRef("WebGL")}}</div>
+
+<p><a href="/en-US/docs/Web/API/WebGL_API">WebGL API</a> 的 <strong><code>WebGLRenderingContext.renderbufferStorage()</code></strong> 方法用来创建和初始化一个渲染缓冲区对象的数据存储.</p>
+
+<h2 id="语法">语法</h2>
+
+<pre class="syntaxbox">void <var>gl</var>.renderbufferStorage(<var>target</var>, <var>internalFormat</var>, <var>width</var>, <var>height</var>);
+</pre>
+
+<h3 id="参数">参数</h3>
+
+<dl>
+ <dt>target</dt>
+ <dd> {{domxref("Glenum")}} 指定一个渲染缓冲区对象. 可能的值:
+ <ul>
+ <li><code>gl.RENDERBUFFER</code>:单一图像的缓冲数据存储在一个可渲染的内部格式。<br>
+ .</li>
+ </ul>
+ </dd>
+ <dt>internalFormat</dt>
+ <dd> {{domxref("Glenum")}} 指定渲染缓冲区的内部格式. 可能的值:
+ <ul>
+ <li><code>gl.RGBA4</code>: 4 red bits, 4 green bits, 4 blue bits 4 alpha bits.</li>
+ <li><code>gl.RGB565</code>: 5 red bits, 6 green bits, 5 blue bits.</li>
+ <li><code>gl.RGB5_A1</code>: 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit.</li>
+ <li><code>gl.DEPTH_COMPONENT16</code>: 16 depth bits.</li>
+ <li><code>gl.STENCIL_INDEX8</code>: 8 stencil bits.</li>
+ <li><code>gl.DEPTH_STENCIL</code></li>
+ <li>当使用{domxref("WebGL2RenderingContext", "WebGL 2 context", "", 1)}}时, 下面的值也是可用的:
+ <ul>
+ <li><code>gl.R8</code></li>
+ <li><code>gl.R8UI</code></li>
+ <li><code>gl.R8I</code></li>
+ <li><code>gl.R16UI</code></li>
+ <li><code>gl.R16I</code></li>
+ <li><code>gl.R32UI</code></li>
+ <li><code>gl.R32I</code></li>
+ <li><code>gl.RG8</code></li>
+ <li><code>gl.RG8UI</code></li>
+ <li><code>gl.RG8I</code></li>
+ <li><code>gl.RG16UI</code></li>
+ <li><code>gl.RG16I</code></li>
+ <li><code>gl.RG32UI</code></li>
+ <li><code>gl.RG32I</code></li>
+ <li><code>gl.RGB8</code></li>
+ <li><code>gl.RGBA8</code></li>
+ <li><code>gl.SRGB8_ALPHA8</code> (也可以作为WebGL 1的扩展,参见下面)</li>
+ <li><code>gl.RGB10_A2</code></li>
+ <li><code>gl.RGBA8UI</code></li>
+ <li><code>gl.RGBA8I</code></li>
+ <li><code>gl.RGB10_A2UI</code></li>
+ <li><code>gl.RGBA16UI</code></li>
+ <li><code>gl.RGBA16I</code></li>
+ <li><code>gl.RGBA32I</code></li>
+ <li><code>gl.RGBA32UI</code></li>
+ <li><code>gl.DEPTH_COMPONENT24</code></li>
+ <li><code>gl.DEPTH_COMPONENT32F</code></li>
+ <li><code>gl.DEPTH24_STENCIL8</code></li>
+ <li><code>gl.DEPTH32F_STENCIL8</code></li>
+ </ul>
+ </li>
+ <li>当使用{domxref("WEBGL_color_buffer_float")}} 扩展:
+ <ul>
+ <li><code>ext.RGBA32F_EXT</code>: RGBA 32-bit 浮点类型.</li>
+ <li><code>ext.RGB32F_EXT</code>: RGB 32-bit 浮点类型.</li>
+ </ul>
+ </li>
+ <li>当使用{domxref("EXT_sRGB")}} 扩展:
+ <ul>
+ <li><code>ext.SRGB8_ALPHA8_EXT</code>: 8-bit sRGB 和 alpha.</li>
+ </ul>
+ </li>
+ <li>当使用{domxref("WebGL2RenderingContext", "WebGL 2 context", "", 1)}} 和 {{domxref("EXT_color_buffer_float")}} 扩展:
+ <ul>
+ <li><code>gl.R16F</code></li>
+ <li><code>gl.RG16F</code></li>
+ <li><code>gl.RGBA16F</code></li>
+ <li><code>gl.R32F</code></li>
+ <li><code>gl.RG32F</code></li>
+ <li><code>gl.RGBA32F</code></li>
+ <li><code>gl.R11F_G11F_B10F</code></li>
+ </ul>
+ </li>
+ </ul>
+ </dd>
+ <dt>width</dt>
+ <dd> {{domxref("GLsizei")}} 指定渲染缓冲区的宽度(以像素为单位).</dd>
+ <dt>height</dt>
+ <dd> {{domxref("GLsizei")}} 指定渲染缓冲区的高度(以像素为单位).</dd>
+</dl>
+
+<h3 id="返回值">返回值</h3>
+
+<p>None.</p>
+
+<h2 id="示例">示例</h2>
+
+<pre class="brush: js">gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 256, 256);
+</pre>
+
+<h2 id="说明">说明</h2>
+
+<table class="standard-table">
+ <tbody>
+ <tr>
+ <th scope="col">Specification</th>
+ <th scope="col">Status</th>
+ <th scope="col">Comment</th>
+ </tr>
+ <tr>
+ <td>{{SpecName('WebGL', "#5.14.7", "renderbufferStorage")}}</td>
+ <td>{{Spec2('WebGL')}}</td>
+ <td>WebGL初始定义.</td>
+ </tr>
+ <tr>
+ <td>{{SpecName('OpenGL ES 2.0', "glRenderbufferStorage.xml", "glRenderbufferStorage")}}</td>
+ <td>{{Spec2('OpenGL ES 2.0')}}</td>
+ <td>OpenGL ES 2 API手册.</td>
+ </tr>
+ <tr>
+ <td>{{SpecName('WebGL2', "#3.7.5", "getRenderbufferParameter")}}</td>
+ <td>{{Spec2('WebGL2')}}</td>
+ <td>WebGL 2更新定义.</td>
+ </tr>
+ <tr>
+ <td>{{SpecName('OpenGL ES 3.0', "glRenderbufferStorage.xhtml", "glRenderbufferStorage")}}</td>
+ <td>{{Spec2('OpenGL ES 3.0')}}</td>
+ <td> OpenGL ES 3 API手册(类似).<br>
+ 添加许多新的内部格式.</td>
+ </tr>
+ </tbody>
+</table>
+
+<h2 id="浏览器兼容性">浏览器兼容性</h2>
+
+<p class="hidden">The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out <a href="https://github.com/mdn/browser-compat-data">https://github.com/mdn/browser-compat-data</a> and send us a pull request.</p>
+
+<p>{{Compat("api.WebGLRenderingContext.renderbufferStorage")}}</p>
+
+<h2 id="另见">另见</h2>
+
+<ul>
+ <li>{{domxref("WebGLRenderingContext.bindRenderbuffer()")}}</li>
+ <li>{{domxref("WebGLRenderingContext.createRenderbuffer()")}}</li>
+ <li>{{domxref("WebGLRenderingContext.deleteRenderbuffer()")}}</li>
+ <li>{{domxref("WebGLRenderingContext.getRenderbufferParameter()")}}</li>
+ <li>{{domxref("WEBGL_color_buffer_float")}}</li>
+ <li>{{domxref("EXT_sRGB")}}</li>
+ <li>{{domxref("EXT_color_buffer_float")}}</li>
+</ul>