2016-11-04 32 views
0
GLfloat m_tex[3][4][2] = { 
{ {{1.0, 2.0}, {2.0, 3.0}}, {{0.0, -3.0}, {9.0, 11.0}}, {{23.0, 12.0}, {43.0, 22.0}}, {{15.0, 4.0}, {3.0, 12.0}} }, 
{ {{13.0, 4.0}, {56.0, 3.0}}, {{5.0, 9.0}, {3.0, 5.0}}, {{3.0, 1.0}, {4.0, 9.0}}, {{5.0, 4.0}, {7.0, 12.0}} }, 
{ {{3.0, 9.0}, {6.0, 13.0}}, {{8.0, 19.0}, {13.0, 6.0}}, {{3.0, 3.0}, {9.0, 6.0}}, {{35.0, 7.0}, {13.0, 12.0}} } 
}; 

glVertexAttribPointer(Yloc, 2, GL_FLOAT, 0, 0, m_tex[0]); 
glVertexAttribPointer(Uloc, 2, GL_FLOAT, 0, 0, m_tex[1]); 
glVertexAttribPointer(Vloc, 2, GL_FLOAT, 0, 0, m_tex[2]); 

我知道glVertexAttribPointer的意思。它集m_tex[0] 2的值浮到頂點Ylocm_tex[0]包括:關於glVertexAttribPointer的用法

{{1.0, 2.0}, {2.0, 3.0}}, {{0.0, -3.0}, {9.0, 11.0}}, {{23.0, 12.0}, {43.0, 22.0}}, {{15.0, 4.0}, {3.0, 12.0}}

所以沒有考慮前兩個人? {1.0,2.0}

我不確定。

回答

1

,這將需要在每次迭代

+-----------------------------------------------------------+ 
    | glVertexAttribPointer(Yloc, 2, GL_FLOAT, 0, 0, m_tex[0]); | 
    +-----------------------------------------------------------+ 
           |      | 
    take 2 floats each time  <+ from this set <-+ 
    [1.0,2.0] 

兩個數如果更改2參數3它將迭代爲成分〔X,Y,Z]

+-----------------------------------------------------------+ 
    | glVertexAttribPointer(Yloc, 3, GL_FLOAT, 0, 0, m_tex[0]); | 
    +-----------------------------------------------------------+ 
           |      | 
    take 3 floats each time  <+ from this set <-+ 
    [1.0,2.0,2.0]