我正在处理 WebGL 中的现有项目,纹理有问题,我在为正确的对象设置正确的纹理时遇到了一些麻烦,在 khronos.org 论坛上,我有一些屏幕截图和发生的代码。
http://www.khronos.org/message_boards/viewtopic.php?f=43&t=5203
目前我正在创建一个小盒子,只是为了了解一切是如何运作的,但它从墙壁和地板上获取纹理。
http://tinypic.com/r/23mr1j8/6
先感谢您。
这是“handleloadedtexture”
function handleLoadedTexture(texture, image) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE,
texture.image);
if (isPowerOfTwo(texture.image.width) && isPowerOfTwo(texture.image.height)) {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
} else {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
gl.bindTexture(gl.TEXTURE_2D, null);
texturesToLoad--;
}
所有纹理都已加载,如果我在这部分更改某些内容,我可以在它们之间切换:
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture0);
gl.uniform1i(shaderProgram.texture0Uniform, 0);
gl.activeTexture(gl.TEXTURE0 + 1);
gl.bindTexture(gl.TEXTURE_2D, texture1);
gl.uniform1i(shaderProgram.texture1Uniform, 1);
gl.activeTexture(gl.TEXTURE0 + 2);
gl.bindTexture(gl.TEXTURE_2D, texture2);
gl.uniform1i(shaderProgram.texture2Uniform, 2);
gl.activeTexture(gl.TEXTURE0 + 3);
gl.bindTexture(gl.TEXTURE_2D, texture3);
gl.uniform1i(shaderProgram.texture3Uniform, 3);
我的着色器:fs 看起来像这样:
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vTextureCoord;
varying float vTextureID;
varying vec4 vColor;
uniform sampler2D uTexture0;
uniform sampler2D uTexture1;
uniform sampler2D uTexture2;
void main(void) {
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
if (vTextureID < 0.1)
gl_FragColor = texture2D(uTexture0, vTextureCoord.st);
else if (vTextureID < 1.1)
gl_FragColor = texture2D(uTexture1, vTextureCoord.st);
else if (vTextureID < 2.1)
gl_FragColor = texture2D(uTexture2, vTextureCoord.st);
else if (vTextureID < 3.1)
gl_FragColor = texture2D(uTexture3, vTextureCoord.st);
你能看出它有什么问题吗?