更改片段着色器中显示的纹理



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; 
}

片段着色器是

varying vec4 ptexture; 
uniform sampler2D Tex1;
uniform sampler2D Tex2;
uniform bool swit;
void main() 
{
        gl_FragColor = texture2D(Tex1,ptexture.st);
} 

当我换行时

gl_FragColor = texture2D(Tex2,ptexture.st);

仍然只显示第一个纹理,但是当我注释掉下面的行时,显示了第二个纹理,您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);

在查询统一位置并为其断言值之前,必须调用 glUseProgram。很可能您稍后会切换程序,将您设置的制服置于未定义状态。

此外,使用着色器时,无需glEnable(GL_TEXTURE_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,您有一个多余的调用glBindTexture

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