多重纹理的操作

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float arr0[4] = {g_T0Blend, g_T0Blend, g_T0Blend, g_T0Blend};float arr1[4] = {g_T1Blend, g_T1Blend, g_T1Blend, g_T1Blend};float arr2[4] = {g_T2Blend, g_T2Blend, g_T2Blend, g_T2Blend};//Texture0glActiveTextureARB(GL_TEXTURE0_ARB);glEnable(GL_TEXTURE_2D);g_Texture[0]->Bind();glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, arr0);glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);//Texture1glActiveTextureARB(GL_TEXTURE1_ARB);glEnable(GL_TEXTURE_2D);g_Texture[1]->Bind();glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, arr1);glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);//Texture2glActiveTextureARB(GL_TEXTURE2_ARB);glEnable(GL_TEXTURE_2D);g_Texture[2]->Bind();glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, arr2);glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);

 

实现功能:

rn = output from combiner ntn = texture value from combiner nr0 = 0.5*t0 r1 = (0.25*t1) + ((1-0.25)*r0) = 0.25*t1 + 0.375*t0r2 = (0.25*t2) + ((1-0.25)*r1) = 0.25*t2 + 0.1875*t1 + 0.2813*t0

 

来源:http://www.gamedev.net/community/forums/topic.asp?topic_id=257644

感觉懂了点。不过还不是很清楚,还有什么“多重纹理”方面的,大家分享下啊。