diff --git a/docs/01 Getting started/06 Textures.md b/docs/01 Getting started/06 Textures.md index a49c551..16ed788 100644 --- a/docs/01 Getting started/06 Textures.md +++ b/docs/01 Getting started/06 Textures.md @@ -340,12 +340,12 @@ glBindTexture(GL_TEXTURE_2D, texture); #version 330 core ... -uniform sampler2D ourTexture1; -uniform sampler2D ourTexture2; +uniform sampler2D texture1; +uniform sampler2D texture2; void main() { - FragColor = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2); + FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2); } ``` @@ -362,7 +362,7 @@ glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture2); glBindVertexArray(VAO); -glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); +glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); ``` 我们还要通过使用glUniform1i设置每个采样器的方式告诉OpenGL每个着色器采样器属于哪个纹理单元。我们只需要设置一次即可,所以这个会放在渲染循环的前面: