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Contact Us Post Here to Contact Site Administrators and Moderators Bits - The Unix and Linux Forums (Experimental) Virtual Currency Post 302318185 by Neo on Thursday 21st of May 2009 02:53:44 AM
Old 05-21-2009
Quote:
Originally Posted by candlejack
Hello. I've searched the site but can't find a link to what the "Bits" and "bank account" is on my user profile. Can someone link me or briefly explain?
Bits are virtual currency for this site, similar to Linden dollars on Second Life and other virtual worlds (but far less developed at this time).

Your Bits increase by participating in the forums, for example by posting, creating a thread, voting on a poll, being a moderator or admin, etc. I will post the details on Bits crediting soon.

You can also get Bits from other forum members who give them to you, for example, if someone likes your reply they can give you Bits. You can give Bits to others for any reason.

You can can also spend your Bits on lottery tickets and try to win jackpots and gain more Bits.

In the future, can also spend your Bits on tangible goods and services on this site. For example, you should be able to pay Bits to the Central Bank to have infractions removed, or pay Bits for special other services. More on this later. This is an uncharted "new economy" so be creative. If you have questions, just ask, we will make up an answer if we don't have one :-)

For now, I encourge you to have fun with your Bits and give them to your friends for any reason you choose :-)
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GLTEXSTORAGE3D(3G)						  [FIXME: manual]						GLTEXSTORAGE3D(3G)

NAME
glTexStorage3D - simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture C SPECIFICATION
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); PARAMETERS
target Specify the target of the operation. target must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_ARRAY, or GL_PROXY_TEXTURE_CUBE_ARRAY. levels Specify the number of texture levels. internalformat Specifies the sized internal format to be used to store texture image data. width Specifies the width of the texture, in texels. height Specifies the height of the texture, in texels. depth Specifies the depth of the texture, in texels. DESCRIPTION
glTexStorage3D specifies the storage requirements for all levels of a three-dimensional, two-dimensional array or cube-map array texture simultaneously. Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture. The contents of the image may still be modified, however, its storage requirements may not change. Such a texture is referred to as an immutable-format texture. The behavior of glTexStorage3D depends on the target parameter. When target is GL_TEXTURE_3D, or GL_PROXY_TEXTURE_3D, calling glTexStorage3D is equivalent, assuming no errors are generated, to executing the following pseudo-code: for (i = 0; i < levels; i++) { glTexImage3D(target, i, internalformat, width, height, depth, 0, format, type, NULL); width = max(1, (width / 2)); height = max(1, (height / 2)); depth = max(1, (depth / 2)); } When target is GL_TEXTURE_2D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_PROXY_TEXTURE_CUBE_MAP_ARRAY, glTexStorage3D is equivalent to: for (i = 0; i < levels; i++) { glTexImage3D(target, i, internalformat, width, height, depth, 0, format, type, NULL); width = max(1, (width / 2)); height = max(1, (height / 2)); } Since no texture data is actually provided, the values used in the pseudo-code for format and type are irrelevant and may be considered to be any values that are legal for the chosen internalformat enumerant. internalformat must be one of the sized internal formats given in Table 1 below, one of the sized depth-component formats GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT16, or one of the combined depth-stencil formats, GL_DEPTH32F_STENCIL8, or GL_DEPTH24_STENCIL8. Upon success, the value of GL_TEXTURE_IMMUTABLE_FORMAT becomes GL_TRUE. The value of GL_TEXTURE_IMMUTABLE_FORMAT may be discovered by calling glGetTexParameter() with pname set to GL_TEXTURE_IMMUTABLE_FORMAT. No further changes to the dimensions or format of the texture object may be made. Using any command that might alter the dimensions or format of the texture object (such as glTexImage3D() or another call to glTexStorage3D) will result in the generation of a GL_INVALID_OPERATION error, even if it would not, in fact, alter the dimensions or format of the object. Table 1. Sized Internal Formats +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ | | | | | | | | | Sized | Base | Red | Green | Blue | Alpha | Shared | |Internal Format | Internal Format | Bits | Bits | Bits | Bits | Bits | | | | | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R8 | GL_RED | 8 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R8_SNORM | GL_RED | s8 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R16 | GL_RED | 16 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R16_SNORM | GL_RED | s16 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG8 | GL_RG | 8 | 8 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG8_SNORM | GL_RG | s8 | s8 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG16 | GL_RG | 16 | 16 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG16_SNORM | GL_RG | s16 | s16 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R3_G3_B2 | GL_RGB | 3 | 3 | 2 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB4 | GL_RGB | 4 | 4 | 4 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB5 | GL_RGB | 5 | 5 | 5 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB8 | GL_RGB | 8 | 8 | 8 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB8_SNORM | GL_RGB | s8 | s8 | s8 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB10 | GL_RGB | 10 | 10 | 10 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB12 | GL_RGB | 12 | 12 | 12 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB16_SNORM | GL_RGB | 16 | 16 | 16 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA2 | GL_RGB | 2 | 2 | 2 | 2 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA4 | GL_RGB | 4 | 4 | 4 | 4 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB5_A1 | GL_RGBA | 5 | 5 | 5 | 1 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA8 | GL_RGBA | 8 | 8 | 8 | 8 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA8_SNORM | GL_RGBA | s8 | s8 | s8 | s8 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB10_A2 | GL_RGBA | 10 | 10 | 10 | 2 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB10_A2UI | GL_RGBA | ui10 | ui10 | ui10 | ui2 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA12 | GL_RGBA | 12 | 12 | 12 | 12 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA16 | GL_RGBA | 16 | 16 | 16 | 16 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_SRGB8 | GL_RGB | 8 | 8 | 8 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_SRGB8_ALPHA8 | GL_RGBA | 8 | 8 | 8 | 8 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R16F | GL_RED | f16 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG16F | GL_RG | f16 | f16 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB16F | GL_RGB | f16 | f16 | f16 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA16F | GL_RGBA | f16 | f16 | f16 | f16 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R32F | GL_RED | f32 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG32F | GL_RG | f32 | f32 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB32F | GL_RGB | f32 | f32 | f32 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA32F | GL_RGBA | f32 | f32 | f32 | f32 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R11F_G11F_B10F | GL_RGB | f11 | f11 | f10 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB9_E5 | GL_RGB | 9 | 9 | 9 | | 5 | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R8I | GL_RED | i8 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R8UI | GL_RED | ui8 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R16I | GL_RED | i16 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R16UI | GL_RED | ui16 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R32I | GL_RED | i32 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_R32UI | GL_RED | ui32 | | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG8I | GL_RG | i8 | i8 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG8UI | GL_RG | ui8 | ui8 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG16I | GL_RG | i16 | i16 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG16UI | GL_RG | ui16 | ui16 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG32I | GL_RG | i32 | i32 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RG32UI | GL_RG | ui32 | ui32 | | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB8I | GL_RGB | i8 | i8 | i8 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB8UI | GL_RGB | ui8 | ui8 | ui8 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB16I | GL_RGB | i16 | i16 | i16 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB16UI | GL_RGB | ui16 | ui16 | ui16 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB32I | GL_RGB | i32 | i32 | i32 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGB32UI | GL_RGB | ui32 | ui32 | ui32 | | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA8I | GL_RGBA | i8 | i8 | i8 | i8 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA8UI | GL_RGBA | ui8 | ui8 | ui8 | ui8 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA16I | GL_RGBA | i16 | i16 | i16 | i16 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA16UI | GL_RGBA | ui16 | ui16 | ui16 | ui16 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA32I | GL_RGBA | i32 | i32 | i32 | i32 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ |GL_RGBA32UI | GL_RGBA | ui32 | ui32 | ui32 | ui32 | | +------------------+------------------+-----------------+-------------------+------------------+-------------------+--------------------+ ERRORS
GL_INVALID_ENUM is generated if internalformat is not a valid sized internal format. GL_INVALID_ENUM is generated if target is not one of the accepted target enumerants. GL_INVALID_VALUE is generated if width or levels are less than 1. GL_INVALID_OPERATION is generated if target is GL_TEXTURE_3D or GL_PROXY_TEXTURE_3D and levels is greater than log 2 max width , height , depth + 1. GL_INVALID_OPERATION is generated if target is GL_TEXTURE_2D_ARRAY, GL_PROXY_TEXTURE_2D_ARRAY, GL_TEXURE_CUBE_ARRAY, or GL_PROXY_TEXTURE_CUBE_MAP_ARRAY and levels is greater than log 2 max width , height + 1. SEE ALSO
glTexImage3D(), glTexStorage1D(), glTexStorage2D(). COPYRIGHT
Copyright (C) 2011 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/. [FIXME: source] 05/30/2012 GLTEXSTORAGE3D(3G)
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