OpenGL 多纹理错误:无法访问采样器中的每个纹理
我试图将两个纹理发送到片段着色器,但它似乎不起作用。着色器中的采样器只能访问一个纹理。
这是我在代码中所做的事情
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glUniform1i(glGetUniformLocation(p,"fbo_texture"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex_back);
glUniform1i(glGetUniformLocation(p,"back"), 1);
render stuff
但是,如果我在最后一个制服之后添加 glActiveTexture(GL_TEXTURE0);
,它就会起作用。另外,如果我按顺序指定 GL_TEXTURE1
然后 GL_TEXTURE0
,也很好。我缺少什么?
编辑*
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glUniform1i(glGetUniformLocation(p,"fbo_texture"), 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, tex_back);
glUniform1i(glGetUniformLocation(p,"back"), 3);
作品... GL_TEXTURE0 显然有问题
I'm trying to send two textures to a fragment shader but it doesn't seem to work. Only one texture can be accessed from the sampler in the shader.
Here is what I'm doing in my code
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glUniform1i(glGetUniformLocation(p,"fbo_texture"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex_back);
glUniform1i(glGetUniformLocation(p,"back"), 1);
render stuff
However if I add glActiveTexture(GL_TEXTURE0);
after the last uniform, it works. Also if I specify GL_TEXTURE1
then GL_TEXTURE0
, in that order, it's also good. What am I missing?
Edit *
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glUniform1i(glGetUniformLocation(p,"fbo_texture"), 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, tex_back);
glUniform1i(glGetUniformLocation(p,"back"), 3);
Works...
A problem with GL_TEXTURE0 apparntly
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我看到您将其中一个纹理称为
fbo_texture
。我认为这是 FBO 的渲染到纹理颜色附件。在这种情况下,请确保仅在取消绑定 FBO 进行渲染后才绑定纹理,反之亦然。
I see that you called one of your textures
fbo_texture
. I assume, that this is a render-to-texture color attachment of a FBO then.In that case make sure that you bind the texture only after you unbound the FBO for rendering, and vice versa.