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<h1 id="textures">纹理Textures</h1>
<h2 id="_1">创建一个三维立方体</h2>
@@ -524,31 +505,22 @@ glBindTexture(GL_TEXTURE_2D, texture.getId());
<p>即使启用了混合并设置了功能,也可能看不到正确的透明效果。其原因是深度测试,当使用深度值丢弃片元时,我们可能将具有透明度的片元与背景混合,而不是与它们后面的片元混合,这将得到错误的渲染结果。为了解决该问题,我们需要先绘制不透明物体,然后按深度递减顺序绘制具有透明度的物体(应先绘制较远物体)。</p>
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