繁体   English   中英

多纹理对象后如何绘制具有漫反射纹理的对象

[英]how draw object with diffuse texture after multi-textured object

我正在使用多重纹理绘制一个对象。 很好,但是当我之后仅使用漫反射纹理绘制其他对象时,该漫反射纹理将与先前的纹理绑定。 我知道我必须停用默认值以外的纹理单位,并且必须在GL_TEXTURE0处启用活动纹理单位,但是它无法正常工作。

这是我的代码

glClientActiveTexture(GL_TEXTURE0); // first texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, stride, texCoordOffset);
glClientActiveTexture(GL_TEXTURE1); // second texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, stride, texCoordLightOffset);

// Enable 2D texturing for the first texture.
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);

// Enable 2D texturing for the second texture.
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);

// We are trying for the multi-textured lighting effect from the OpenGL
// ES 2.0 book, page  223, Figure 10-3. The relevant shader equation is
// basecolor * (lightcolor + 0.25), so we set the constant as a base colour
glColor4f(0.25f, 0.25f, 0.25f, 1.0f);


// Set the light map has the current texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,m_new_tex);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,5.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

// add the light map to the constant 0.25
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);

// Now set the background map (bricks) and modulate (multiply)
glActiveTexture(GL_TEXTURE1);
// we'll keep this code here as _texSelection will never be our lightmap
glBindTexture(GL_TEXTURE_2D, m_sky);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 5.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

/* Set the texture environment mode for this texture to combine */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

/* Set the method we're going to combine the two textures by. */
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);

/* Use the previous combine texture as source 0*/
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);

/* Use the current texture as source 1 */
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);

/*
 Set what we will operate on, in this case we are going to use
 just the texture colours.
 */
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);


glBindBuffer(GL_ARRAY_BUFFER, drawable.VertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawable.IndexBuffer);

glDrawElements(GL_TRIANGLES, drawable.IndexCount, GL_UNSIGNED_SHORT, 0);

glDisable(GL_TEXTURE_2D);

对于简单的漫反射纹理,在绑定纹理之前我必须写什么命令?

任何其他示例代码将很有帮助。

首先,必须为每个未使用的纹理单元禁用纹理化( glDisable(GL_TEXTURE_2D) ),您已经在执行此操作。 当然,您还必须禁用未使用的纹理单元的纹理坐标数组,因此,当第二个纹理单元处于活动状态(调用glClientActiveTexture(GL_TEXTURE1)之后glDisableClientState(GL_TEXTURE_COORD_ARRAY)时,请调用glClientActiveTexture(GL_TEXTURE1) )。

而且,当您完成多纹理处理后,您当然必须调用glActiveTexture(GL_TEXTURE0)glClientActiveTexture(GL_TEXTURE0) Othwerise所有以下纹理操作均应用于纹理单元1而不是0。

但是所有这些事情已经在我对您的其他问题的回答中说明了。 你读过吗?

编辑:顺便说一句,由glTexParameter更改的状态是按纹理对象而不是按单位存储的。 因此,创建纹理后就不必在每个帧上调用这些。

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM