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OpenGL:关闭多个纹理单元

[英]OpenGL: Turn off multiple texture units

How to turn off multiple texture units because they influence to other render parts. 如何关闭多个纹理单元,因为它们会影响其他渲染部件。 I activate my them: 我激活他们:

        glActiveTexture(GL_TEXTURE0 + index);
        glBindTexture(GL_TEXTURE_2D,
               ((MaterialSampler2D)specular).texture.getTOB());
        shader.setTexture2(index);

Is there something like glDeactivateTexture? 有像glDeactivateTexture的东西吗?

glActiveTexture does not activate texture-units. glActiveTexture不会激活纹理单元。 It merely selects which texture-unit you're currently modifying (yes, OpenGL's object state managing is horrible). 它只选择你当前修改的纹理单元(是的,OpenGL的对象状态管理是可怕的)。 You activate textures with glEnable(<texture-target>) and glDisable(<texture-target>) . 使用glEnable(<texture-target>)glDisable(<texture-target>)激活纹理。 In your case, the target would be GL_TEXTURE_2D . 在您的情况下,目标将是GL_TEXTURE_2D

So to answer your question: Select the texture-unit i by using glActiveTexture(GL_TEXTURE0+i) and then disable it with glDisable(GL_TEXTURE_2D) . 所以回答你的问题:使用glActiveTexture(GL_TEXTURE0+i)选择纹理单元i ,然后用glDisable(GL_TEXTURE_2D)禁用它。

Note that all this is redundant with shaders - you can just not access the values there. 请注意,对于着色器,所有这些都是多余的 - 您无法访问那里的值。

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