[英]Display two objects using OpenGL. Textures not behaving as expected
嗨,我正在嘗試使用OpenGL來顯示兩個對象。1)一個旋轉的多維數據集 ,在前景中混合了兩種紋理(一個木箱圖案和一個笑臉 ),以及2)僅具有一個紋理( 深灰色木材 )的矩形板 )作為背景。 當我注釋掉控制矩形板顯示的代碼部分時, 旋轉的多維數據集同時顯示兩種紋理( 木箱和笑臉 )。 否則,該多維數據集僅顯示木箱紋理,並且暗灰色木質紋理也顯示在矩形板上,即, 笑臉紋理從旋轉的多維數據集中消失 。 請找到這些圖像1) http://oi68.tinypic.com/2la4r3c.jpg (注釋了矩形板的代碼部分)和2) http://i67.tinypic.com/9u9rpf.jpg (無矩形板)代碼的注釋部分)。 代碼的相關部分粘貼在下面
// Rotating Cube ===================================================
// Texture of wooden crate
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glUniform1i(glGetUniformLocation(ourShader_box.Program, "ourTexture1"), 0);
// Texture of a smiley
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUniform1i(glGetUniformLocation(ourShader_box.Program, "ourTexture2"), 1);
// lets use the box shader for the cube
ourShader_box.Use();
// transformations for the rotating cube ---------------------------------
glm::mat4 model_box, model1, model2;
glm::mat4 view_box;
glm::mat4 perspective;
perspective = glm::perspective(45.0f, (GLfloat)width_screen/(GLfloat)height_screen, 0.1f, 200.0f);
model1 = glm::rotate(model_box, (GLfloat)glfwGetTime()*1.0f, glm::vec3(0.5f, 1.0f, 0.0f));
model2 = glm::rotate(model_box, (GLfloat)glfwGetTime()*1.0f, glm::vec3(0.0f, 1.0f, 0.5f));
model_box = model1 * model2;
view_box= glm::translate(view_box, glm::vec3(1.0f, 0.0f, -3.0f));
GLint modelLoc_box = glGetUniformLocation(ourShader_box.Program, "model");
GLint viewLoc_box = glGetUniformLocation(ourShader_box.Program, "view");
GLint projLoc_box = glGetUniformLocation(ourShader_box.Program, "perspective");
glUniformMatrix4fv(modelLoc_box, 1, GL_FALSE, glm::value_ptr(model_box));
glUniformMatrix4fv(viewLoc_box, 1, GL_FALSE, glm::value_ptr(view_box));
glUniformMatrix4fv(projLoc_box, 1, GL_FALSE, glm::value_ptr(perspective));
// --------------------------------------------------------------------
// Draw calls
glBindVertexArray(VAO_box);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
// Rectangular Plate =====================================================
// Background Shader
ourShader_bg.Use();
// Texture of dark grey wood
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texture_wood);
glUniform1i(glGetUniformLocation(ourShader_bg.Program, "ourTexture3"), 2);
// Transformations -------------------------------------------
glm::mat4 model_bg;
glm::mat4 view_bg;
GLint modelLoc_bg = glGetUniformLocation(ourShader_bg.Program, "model");
GLint viewLoc_bg= glGetUniformLocation(ourShader_bg.Program, "view");
GLint projLoc_bg = glGetUniformLocation(ourShader_bg.Program, "perspective");
glUniformMatrix4fv(modelLoc_bg, 1, GL_FALSE, glm::value_ptr(model_bg));
glUniformMatrix4fv(viewLoc_bg, 1, GL_FALSE, glm::value_ptr(view_bg));
glUniformMatrix4fv(projLoc_bg, 1, GL_FALSE, glm::value_ptr(perspective));
// -----------------------------------------------------------
// Draw calls
glBindVertexArray(VAO_bg);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// =================================================================
關於此代碼,我有兩個問題。
您使用相同的着色器,相同的矩陣,並且兩個對象(三角形)的幾何類型相同,那么為什么要將着色器設置兩次? 你嘗試過嗎?
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