TEXTURE_MIN_FILTER black screen



TEXTURE_MIN_FILTER != world.GL.gl.NEAREST总是黑屏

world.GL.gl.activeTexture(world.GL.gl['TEXTURE' + t]);
world.GL.gl.bindTexture(world.GL.gl.TEXTURE_2D, object.textures[t]);
world.GL.gl.pixelStorei(world.GL.gl.UNPACK_FLIP_Y_WEBGL, false);
if (world.GL.extTFAnisotropic) {
world.GL.gl.texParameterf(world.GL.gl.TEXTURE_2D,
world.GL.extTFAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT,
world.GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
}

world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MAG_FILTER, object.texParams.TEXTURE_MAG_FILTER | world.GL.gl.LINEAR);
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MIN_FILTER, object.texParams.TEXTURE_MIN_FILTER | world.GL.gl.LINEAR);
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_S, object.texParams.TEXTURE_WRAP_S | world.GL.gl.REPEAT);
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_T, object.texParams.TEXTURE_WRAP_T | world.GL.gl.REPEAT);


world.GL.gl.uniform1i(object.shaderProgram.samplerUniform, t);

:

gl。线性、gl.NEAREST

不是作品:

gl。NEAREST_MIPMAP_NEAREST, gl.LINEAR_MIPMAP_NEAREST, gl.NEAREST_MIPMAP_LINEAR, gl.LINEAR_MIPMAP_LINEAR.

如果我使用生成mipmap,那么我不能使用TEXTURE_WRAP_S…

在WebGL 1.0中,如果你想使用mipmap过滤器,纹理的大小(宽度和高度)必须是2的幂(也参见OpenGL ES 2.0完整规范)。要么将纹理的大小设置为2的幂次,要么切换到不受此限制的WebGL 2.0 (OpenGL ES 3.0)。

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