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多纹理理论与纹理对象和采样器

我找不到任何关于如何使用纹理对象或纹理对象加上采样器来编码多纹理的理论文章.我只是不知道如何管理glActiveTexture功能以及它究竟做了什么.

glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0 + 0); // Number between 0 and GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, img.getSize().x, img.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, img.getPixelsPtr()); // Not in sampler
glGenerateMipmap(GL_TEXTURE_2D); // Not in sampler

/* Values associated with the texture and not with sampler (sampler has priority over texture).
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);*/

glGenSamplers(1, &textureSampler);
glBindSampler(0, textureSampler);
glSamplerParameteri(textureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(textureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
glSamplerParameteri(textureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(textureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

glUniform1i(glGetUniformLocation(colorShader->program, "textureSampler"), 0); // 0 …
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opengl textures

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