those are bit-wise operations. powers of two have a 1 and any number of 0 in
binary representation
for example 7 (dec) is 111 (bin), and 8 (dec) is 1000 (bin)
Just some shifting and ANDing. But nice, that's true.
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It sets every used and intermediate bit to one, resulting in a number
greater than the argument, and having the form (2^N)-1 for some N.
Adding one at the end rolls all those ones over to the next highest bit,
giving 2^N, a power of two.
02.04.2011 3:16 пользователь a a harvey.a...@gmail.com
Why should bitmap with 2, 4, 8, 16, 32, 64, 128.otherwise, it
will be white board?
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http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences
While OpenGL 2.0 and later for the desktop offer full support for
non-power-of-two (NPOT) textures, OpenGL ES 2.0 and WebGL have only limited
NPOT support.
Chances are you're using OpenGL ES 1.1 anyways, unless the highest profile
My god, the following algorithm is very very brilliant from your
provider url code.
function isPowerOfTwo(x) {
return (x (x - 1)) == 0;
}
2011/4/2 Dan Roberts ademan...@gmail.com:
http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences
While OpenGL 2.0 and later for the desktop
But i can't understand the following algorithm
function nextHighestPowerOfTwo(x) {
--x;
for (var i = 1; i 32; i = 1) {
x = x | x i;
}
return x + 1;
}
2011/4/2 a a harvey.a...@gmail.com:
My god, the following algorithm is very very brilliant from your
provider url
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