osgfbo(七)纹理坐标的另一种表示方法

在此,先修改下osgfbo(五)中纹理坐标的表示方法,不是说osgfbo(五)中的做法不对,而是我更愿意明确的把纹理坐标数组赋值到(0,1)之间。即
1,设置纹理坐标
osg::ref_ptrosg::Vec2Array texCoord = new osg::Vec2Array;
texCoord->push_back(osg::Vec2(0.0, 0.0));
texCoord->push_back(osg::Vec2(1.0, 0.0));
texCoord->push_back(osg::Vec2(1.0, 1.0));
texCoord->push_back(osg::Vec2(0.0, 1.0));
2,将纹理坐标按照以前传递shader数组的方式,传递到shader(注意,序号不能为0,这里设置为1)

geom->setVertexAttribArray(1, texCoord, osg::Array::BIND_PER_VERTEX);
//geom->setTexCoordArray(0, texCoord);

3,在shader之前传递纹理坐标变量(这里也设置为1)

		program1->addBindAttribLocation("texCoord", 1);

4,在shader中,顶点shader改为

static const char * vertexShader =
{
“in vec2 texCoord;\n”
“varying vec2 outTexCoord;”
“void main(void)\n”
“{\n”
“outTexCoord = texCoord;\n”
" gl_Position = ftransform();\n"
“}\n”
};

5,传递给片元着色器

static const char *psShader =
{
“varying vec2 outTexCoord;”
“uniform sampler2D tex0;”
“void main(void)\n”
“{\n”
“gl_FragColor = texture2D(tex0,outTexCoord);”

"}"

"}\n"

};

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转载自blog.csdn.net/directx3d_beginner/article/details/129892474
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