MartinRGB
MartinRGB
run `pip install torch==1.13.1+cu117 torchvision==0.14.1+cu117 torchaudio==0.13.1 --extra-index-url https://download.pytorch.org/whl/cu117` then `pip show torch` ``` Name: torch Version: 1.13.1+cu117 Summary: Tensors and Dynamic neural networks in Python with strong GPU acceleration Home-page:...
current the file path is `/gpt4free/you/__init__.py`
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full `dmesg` log here: ``` [ 0.000000] Booting Linux on physical CPU 0x0000000000 [0x410fd083] [ 0.000000] Linux version 5.15.33-v8+ (martpc@martpc-System-Product-Name) (aarch64-linux-gnu-gcc (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0, GNU ld (GNU Binutils for Ubuntu)...
thx for what you teach me ...
Thank you,dude
Must be landscape,sorry,I'm designer,not developer,I'm newbiew.I will fix it...
第一次绘制到 尺寸比屏幕尺寸小的 FrameBuffer 上,第二次拿到上一次的 FB 作为材质,按屏幕尺寸绘制到屏幕上,这样可以减少计算
你看下 ShaderProgram.java 里的这段,然后学习一下 FBO ```java // ## draw first program to framebuffer FBOHelper.bindFBO(); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP,0,4); FBOHelper.unbindFBO(); ```
看样子,你的 FBO RBO 绑定后没有解绑,那可能(我猜测,现在没法做实验)相当于你屏幕上绘制了第一层,然后屏幕上在第一层上头又绘制了第二层,标准 FBO 要绑定-绘制-解绑(这是 Offscreen 的),然后将 FB 的图像作为材质绘制到屏幕上。 ```objective_c glBindFrameBuffer(GL_FRAMEBUFFER,_frambuffer); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); //这次绘制不会显示在屏幕上,这是离屏的 glBindFrameBuffer(GL_FRAMEBUFFER,0); //要解绑 ```