我有这个着色器来实现角色动画
uniform mat4 u_mVxP;
uniform mat4 u_mBlendMatrices[54];
uniform vec4 u_vDLDiffuseColor;
uniform vec4 u_vDLAmbientColor;
uniform vec3 u_vLightDir;
attribute vec4 a_Position;
attribute vec3 a_BWeights;
attribute vec3 a_BIndices;
attribute vec3 a_Normal;
attribute vec2 a_TextureCoordinates;
varying vec2 v_TextureCoordinates;
varying vec4 v_Color;
void main()
{
vec4 vPos;
vec3 vNormal;
int i=int(a_BIndices.x);
int j=int(a_BIndices.y);
int k=int(a_BIndices.z);
vPos=a_BWeights.x * a_Position * u_mBlendMatrices[i];
vPos+=a_BWeights.y * a_Position * u_mBlendMatrices[j];
vPos+=a_BWeights.z * a_Position * u_mBlendMatrices[k];
vNormal=a_BWeights.x * vec3(vec4(a_Normal,0.0) * u_mBlendMatrices[i]);
vNormal+=a_BWeights.y * vec3(vec4(a_Normal,0.0) * u_mBlendMatrices[j]);
vNormal+=a_BWeights.z * vec3(vec4(a_Normal,0.0) * u_mBlendMatrices[k]);
vNormal = normalize(vNormal);
v_Color = u_vDLDiffuseColor * max(dot(-u_vLightDir,vNormal),0.0) + u_vDLAmbientColor;
gl_Position = vPos * u_mVxP;
v_TextureCoordinates = a_TextureCoordinates;
}
代码在galaxy s3和s4上运行完美,我的角色正确地运行了它们。 但是在sony xperia Z和galaxy note3中,它们仅在没有动画的绑定pos中呈现! 经过大量测试后我发现当float在xperia z和galaxy note3中转换为int时它只返回0
int i=int(a_BIndices.x); // i is always 0
int j=int(a_BIndices.y); // j is always 0
int k=int(a_BIndices.z); // k is always 0
我甚至使用了这段代码
int i=1;
但我仍然是0.任何人都可以帮助我发生什么事情
答案 0 :(得分:0)
我终于发现我应该使用vec4数组而不是矩阵数组! 它奇怪但解决了我的情况