I would like to know how to bind different textures to different models or how to improve my code.
My code:
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glLoadIdentity();
GLU.gluPerspective(gl, 25.0f, (view.getWidth() * 1f) / view.getHeight(), 1, 100);
GLU.gluLookAt(gl, 0f, 8f, 12f, 0.0f, 0.0f, 0.0f, 0.0f, 25.0f, 0.0f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
loadTexture(gl, context, R.drawable.grndf);
loadTexture(gl, context, R.drawable.skintrip);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE);
}
private int[] mTexture = new int[2];
private void loadTexture(GL10 gl, Context mContext, int mTex) {
gl.glGenTextures(1, mTexture, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture[0]);
Bitmap bitmap;
bitmap = BitmapFactory.decodeResource(mContext.getResources(), mTex);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();}
As already said in the comment, there is no concept like a model or a object. OpenGL is a state machine, which means that at every draw-call the current state is used. So if you want to have two draw-calls using different textures, then you have to make sure that at every draw-call the correct texture is bound:
glBindTexture(GL_TEXTURE_2D, texture1);
glDraw*... //First draw call using texture1
glBindTexture(GL_TEXTURE_2D, texture2);
glDraw*... //Second draw call using texture2
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