anime4k如何用标准的opengl实现啊 #618
ZadeAo
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我猜是纹理格式问题,我们使用的是 R16G16B16A16_FLOAT。 |
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我使用framebuffer作为保存各层卷积层的输出。原始的glsl文件中的#define go_1(x_off, y_off) (max(-(conv2d_tf_texOff(vec2(x_off, y_off))), 0.0))。go_1 被我翻译成max(-texture2D(tex0, vec2(tc.x+offsetXimageWidthFactor,tc.y+offsetYimageHeightFactor)),0.0),结果明显永远返回是黑色,因为texture2D返回的0-1范围的4维向量,求正确做法是啥
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