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[英]Mixing Multiple Textures in OpenGL ES Shader on iOS Results in Inverse Behavior
[英]How do I use multiple textures in an OpenGL SL shader in SceneKit in iOS?
我有一个包含以下两个变量的文件:
uniform highp sampler2D textureImage1;
uniform highp sampler2D textureImage2;
在我的代码中,我使用以下方法将图像绑定到这些图像:
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage1" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glBindTexture(GL_TEXTURE_2D, texture1.name);
}];
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage2" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glBindTexture(GL_TEXTURE_2D, texture2.name);
}];
奇怪的是,这两个纹理都出现了第一张图像。
每个碎片文件只能使用一种纹理吗?
这是iOS 8。
如果我这样做,它将起作用:
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage1" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1.name);
glUniform1i(location, 0);
}];
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage2" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2.name);
glUniform1i(location, 1);
}];
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