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我是OpenGL中的新手,並試圖獲得2個紋理之間的顏色差異。 這是我的初始化函數:如何正確綁定2個紋理
glGenTextures(1, &TEX0);
glBindTexture(GL_TEXTURE_2D, TEX0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glGenTextures(1, &TEX1);
glBindTexture(GL_TEXTURE_2D, TEX1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, MODE, GL_UNSIGNED_BYTE, BUFFER0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, MODE, GL_UNSIGNED_BYTE, BUFFER1);
這是我的顯示FUNC:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(1.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glUseProgram(shader);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, TEX0);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, TEX1);
glUniform1i(glGetUniformLocation(shader, "tex0"), 0);
glUniform1i(glGetUniformLocation(shader, "tex1"), 1);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex2f(-1,-1);
glTexCoord2f(0,1); glVertex2f(-1,+1);
glTexCoord2f(1,1); glVertex2f(+1,+1);
glTexCoord2f(1,0); glVertex2f(+1,-1);
glEnd();
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
glFlush();
glutSwapBuffers();
而且這是我的片段着色器:
uniform sampler2D tex0;
uniform sampler2D tex1;
void main()
{
vec4 otex = texture2D(oframe, gl_TexCoord[0].st);
vec4 ntex = texture2D(nframe, gl_TexCoord[0].st);
gl_FragColor = vec4(abs(otex.rgb - ntex.rgb), 1.0);
}
所以問題是第一個啓動的紋理總是黑色。如何解決這個問題? 有很多類似的話題,但他們都沒有幫助我。謝謝。
感謝您的解釋。現在它按預期工作。 – 2013-02-16 20:43:35