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我知道可以混合颜色
c1 = texture2D(tex1,gl_TexCoord[0]);
c2 = texture2D(tex2,gl_TexCoord[1]);
比如gl_FragColor = (c1+c2)*0.5;
可是这是体现的却是混合的效果
如果我在程序里已经给一个多边形绑定上不同的坐标
glBegin(GL_QUADS);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0);glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
glVertex3f(0.0f,0.0f,0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex3f(1.0f,0.0f,0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0);glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
glVertex3f(1.0f,1.0f,0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0);glMultiTexCoord2fARBglVertex3f(0.0f,1.0f,0.0f);
glEnd();
现在我想显示2个正方形,用不同的纹理,程序也是很好写的
但是,gl_FragColor怎么写?难道还是c1+c2?这个不可能吧
求助达人,谢谢 [em1] [em1] |
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