From 74fd8dacf82fe62823c2e88fb9b736ab2b1f3b6e Mon Sep 17 00:00:00 2001 From: ryosga Date: Mon, 16 May 2022 14:27:53 +0800 Subject: [PATCH] Update 02 Mesh.md MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 纹理编号是整型, 应该调用setInt --- docs/03 Model Loading/02 Mesh.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/03 Model Loading/02 Mesh.md b/docs/03 Model Loading/02 Mesh.md index 133c87b..b7c6790 100644 --- a/docs/03 Model Loading/02 Mesh.md +++ b/docs/03 Model Loading/02 Mesh.md @@ -170,7 +170,7 @@ void Draw(Shader shader) else if(name == "texture_specular") number = std::to_string(specularNr++); - shader.setFloat(("material." + name + number).c_str(), i); + shader.setInt(("material." + name + number).c_str(), i); glBindTexture(GL_TEXTURE_2D, textures[i].id); } glActiveTexture(GL_TEXTURE0); @@ -190,4 +190,4 @@ void Draw(Shader shader) 你可以在[这里](https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/mesh.h)找到Mesh类的完整源代码 -我们刚定义的Mesh类是我们之前讨论的很多话题的抽象结果。在[下一节](03 Model.md)中,我们将创建一个模型,作为多个网格对象的容器,并真正地实现Assimp的加载接口。 \ No newline at end of file +我们刚定义的Mesh类是我们之前讨论的很多话题的抽象结果。在[下一节](03 Model.md)中,我们将创建一个模型,作为多个网格对象的容器,并真正地实现Assimp的加载接口。