mirror of
https://github.com/LearnOpenGL-CN/LearnOpenGL-CN.git
synced 2025-08-23 04:35:28 +08:00
Fix #86
This commit is contained in:
@@ -340,12 +340,12 @@ glBindTexture(GL_TEXTURE_2D, texture);
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
...
|
...
|
||||||
|
|
||||||
uniform sampler2D ourTexture1;
|
uniform sampler2D texture1;
|
||||||
uniform sampler2D ourTexture2;
|
uniform sampler2D texture2;
|
||||||
|
|
||||||
void main()
|
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);
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
glBindVertexArray(VAO);
|
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<fun>glUniform1i</fun>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:
|
我们还要通过使用<fun>glUniform1i</fun>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:
|
||||||
|
Reference in New Issue
Block a user