我已经成功绘制了多纹理多边形,但是不幸的是,整个纹理区域仅使用了覆盖纹理的第一个像素。
以下是纹理(GL_TEXTURE0和GL_TEXTURE1):
结果是这样的:
仅使用顶部的红色像素。我尝试过仅在顶部放置一个1x1蓝色像素,并且使用蓝色覆盖层得到相同的结果。
我的代码:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisableClientState(GL_COLOR_ARRAY);
const CGPoint vertices[] = {
ccp(0,0),
ccp(100,0),
ccp(0,100),
ccp(100,100),
};
// This will flip the image for us as well
const CGPoint coordinates[] = {
ccp(0,1),
ccp(1,1),
ccp(0,0),
ccp(1,0),
};
// Config multitextures
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, icon.name);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexCoordPointer(2, GL_FLOAT, 0, coordinates);
glEnable(GL_TEXTURE_2D);
glClientActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, overlay.name);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexCoordPointer(2, GL_FLOAT, 0, coordinates);
glEnable(GL_TEXTURE_2D);
GLubyte points = 4;
// Draw the square
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, points);
// Revert back
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
// glClientActiveTexture(GL_TEXTURE0); // breaks multitexturing
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_COLOR_ARRAY);
这是OpenGL问题,但是有兴趣的人可以在这里找到iOS项目:http://dl.dropbox.com/u/33811812/cocos2d/OpenGLTest.zip
编辑:
从红皮书:
If you are multitexturing and you use glTexCoord*(), you are setting the texture coordinates for the first texture unit. In other words, using glTexCoord*() is equivalent to using glMultiTexCoord* (GL_TEXTURE0,...)
关于如何传递坐标数组的任何提示吗? OpenGL ES 1.1不支持glBegin()等。
最佳答案
最后!解决的办法是我必须做三件事:
这是有效的代码:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisableClientState(GL_COLOR_ARRAY);
const CGPoint vertices[] = {
ccp(0,0),
ccp(100,0),
ccp(0,100),
ccp(100,100),
};
// This will flip the image for us as well
const CGPoint coordinates[] = {
ccp(0,1),
ccp(1,1),
ccp(0,0),
ccp(1,0),
};
// Config multitextures
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, icon.name);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexCoordPointer(2, GL_FLOAT, 0, coordinates);
glEnable(GL_TEXTURE_2D);
glClientActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, overlay.name);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexCoordPointer(2, GL_FLOAT, 0, coordinates);
glEnable(GL_TEXTURE_2D);
GLubyte points = 4;
// Draw the square
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, points);
// Revert back
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_COLOR_ARRAY);
结果是:
关于opengl-es - OpenGL,GL_MODULATE和多重纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9116494/