MartinRGB

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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`

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)...

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 ```