iPhone OpenGL ES纹理单元 [英] iPhone OpenGL ES texture unit

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本文介绍了iPhone OpenGL ES纹理单元的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我是为iPhone编写OpenGL ES的新手.我正在尝试渲染yuv纹理,但对纹理单元的概念感到非常困惑.

I am new to writing OpenGL ES for the iPhone. I am trying to render yuv texture, but am very confused by the concept of a texture unit.

如果我使用不同的组合更改glUniform1i的第二个参数,则生成的图像会有所不同.我的问题是如何配置0或1纹理单元?正确的使用方式是什么?

If I change the glUniform1i's second parameter with different combination, the resulting image is different. My question is how is this 0 or 1 texture unit configured? What is the right way of using it?

愚蠢的我...忘了打电话:

Stupid me... forgot to call this:

glTexParameteri(GL_TEXTURE_2D, GL_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_MAG_FILTER, GL_NEAREST);

推荐答案

您可以使用以下代码将纹理绑定到可用的纹理单元:

You can bind a texture to an available texture unit using code like the following:

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);

这当然假设您已经正确配置了texture1texture2.

This assumes you've properly configured both texture1 and texture2, of course.

当需要将纹理绑定到着色器时,可以使用如下代码指定特定纹理绑定到的纹理单元:

When it comes time to bind your textures to your shaders, you specify which texture unit that particular texture is bound to using code like the following:

glUniform1i(texture1Index, 0);
glUniform1i(texture2Index, 1);

其中,texture1Indextexture2Index是您的着色器的适当制服的索引. 0和1对应于我们之前将纹理绑定到的纹理单位.

where texture1Index and texture2Index are the indices of the appropriate uniforms for your shader. The 0 and 1 correspond to the texture units we bound the textures to earlier on.

这篇关于iPhone OpenGL ES纹理单元的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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