Warning: file_get_contents(/data/phpspider/zhask/data//catemap/6/opengl/4.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
Opengl 更改片段着色器中显示的纹理_Opengl_Glsl_Texture Mapping_Multitexturing - Fatal编程技术网

Opengl 更改片段着色器中显示的纹理

Opengl 更改片段着色器中显示的纹理,opengl,glsl,texture-mapping,multitexturing,Opengl,Glsl,Texture Mapping,Multitexturing,我正在尝试将2个纹理传递给着色器,我对这里的工作有点困惑 这是opengl代码 GLuint textures; GLuint textures1;</code> glGenTextures(1,&textures); glGenTextures(1,&textures1); glBindTexture(GL_TEXTURE_2D,textures); glTexImage2D(GL_TEXTURE_2D,0,GL_RG

我正在尝试将2个纹理传递给着色器,我对这里的工作有点困惑 这是opengl代码

    GLuint textures;
    GLuint textures1;</code>
    glGenTextures(1,&textures);
    glGenTextures(1,&textures1);
    glBindTexture(GL_TEXTURE_2D,textures);
    glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,256,256,0,GL_RGB,GL_UNSIGNED_BYTE,texImg);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );

    glBindTexture(GL_TEXTURE_2D,textures1);
    glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,256,256,0,GL_RGB,GL_UNSIGNED_BYTE,texImg1);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
    glBindTexture(GL_TEXTURE_2D,textures1);

    GLuint location1=glGetUniformLocation(programObjectFloor,"Tex1");
    GLuint location2=glGetUniformLocation(programObjectFloor,"Tex2");

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D,textures1);
    glUniform1i(location2, 1);

    glActiveTexture(GL_TEXTURE0);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D,textures);
    glUniform1i(location1, 0);
顶点着色器是

attribute vec4 position; 
attribute vec4 texture;

uniform mat4 MVP;


varying vec4 ptexture; 

void main()
{
    ptexture = texture;     
    gl_Position = MVP * position; 
}
varying vec4 ptexture; 

uniform sampler2D Tex1;
uniform sampler2D Tex2;
uniform bool swit;

void main() 
{
        gl_FragColor = texture2D(Tex1,ptexture.st);
} 
片段着色器是

attribute vec4 position; 
attribute vec4 texture;

uniform mat4 MVP;


varying vec4 ptexture; 

void main()
{
    ptexture = texture;     
    gl_Position = MVP * position; 
}
varying vec4 ptexture; 

uniform sampler2D Tex1;
uniform sampler2D Tex2;
uniform bool swit;

void main() 
{
        gl_FragColor = texture2D(Tex1,ptexture.st);
} 
当我换线的时候

gl_FragColor = texture2D(Tex2,ptexture.st);
仍然只显示第一个纹理,但当我注释掉下面几行时,会显示第二个纹理,你能解释一下为什么会发生这种情况吗

//        glActiveTexture(GL_TEXTURE0);
//        glEnable(GL_TEXTURE_2D);
//        glBindTexture(GL_TEXTURE_2D,textures);
//        glUniform1i(location1, 0);

在查询统一位置并将值分配给它们之前,必须调用
glUseProgram
。最有可能的情况是,您稍后会切换程序,将这些制服设置为的任何内容都保留在未定义状态

此外,在使用着色器时,不需要
glEnable(GL_纹理_2D),是否使用纹理由着色器的代码决定


与您的问题无关,只是指出,在查询统一位置之前,您有一个对
glBindTexture
的冗余调用。

您对glUseProgram的调用在哪里?您的
版本
指令在哪里?