我有一个包含这两个变量的碎片文件:
uniform highp sampler2D textureImage1;
uniform highp sampler2D textureImage2;
在我的代码中,我用以下方法将图像绑定到这些:
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage1" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glBindTexture(GL_TEXTURE_2D, texture1.name);
}];
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage2" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glBindTexture(GL_TEXTURE_2D, texture2.name);
}];
奇怪的是,两个纹理都出现了第一个图像。
每个frag文件只能使用一个纹理吗?
这是iOS 8。
答案 0 :(得分:2)
如果我这样做,它会起作用:
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage1" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1.name);
glUniform1i(location, 0);
}];
[myNode.geometry.firstMaterial handleBindingOfSymbol:@"textureImage2" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2.name);
glUniform1i(location, 1);
}];