我试图分别转换两个3D对象,但失败了,似乎每个翻译都适用于这两个对象。他们正在一起翻译。真正令人困惑的是t1,它正在缩放,它只成功地应用于一个对象,但是它的翻译,t2会影响自身,也会影响另一个对象,翻译t1 .Any help也会受到赞赏。重要守则:
gl.bindVertexArray(vao2);
var t1 = mat4(2.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 2.0, 0.0,
0.0, 0.0, 0.0, 1.0);
var t2 = translate( 0.0, -0.5, 0.0 );
let changedmodelMatrix1 = mat4(1.0)
changedmodelMatrix1 =mult(t2,mult(t1,modelMatrix));
let changedMvpmodelMatrix1 = mult(mult(projectionMatrix, viewMatrix), changedmodelMatrix1);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp1"),
gl.FALSE,
flatten(changedMvpmodelMatrix1));
gl.drawArrays(gl.TRIANGLES, 0, 18);
gl.bindVertexArray(vao1);
var t3 = translate(0.0, 0.3, 0.0);
let changedmodelMatrix2 = mat4(1.0);
changedmodelMatrix2 = mult(t3,modelMatrix);
let changedMvpmodelMatrix2 = mult(mult(projectionMatrix, viewMatrix), changedmodelMatrix2);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp2"),
gl.FALSE,
flatten(changedMvpmodelMatrix2));
gl.drawArrays(gl.TRIANGLES, 0, vertexCounter);html:
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec4 a_teapotposition;
uniform mat4 u_mvp1;
uniform mat4 u_mvp2;
void main() {
gl_Position = u_mvp2 *
a_teapotposition
+
u_mvp1 *
vec4(a_position, 1.0)
;发布于 2021-06-10 13:53:43
您不需要2个属性和2个矩阵一致变量。
创建一个简单的着色器程序:
layout(location = 0) in vec3 a_position;
uniform mat4 u_mvp;
void main()
{
gl_Position = u_mvp * a_position;
}在绘制对象之前,绑定顶点数组对象并设置统一:
gl.bindVertexArray(vao2);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp"),
gl.FALSE,
flatten(changedMvpmodelMatrix1));
gl.drawArrays(gl.TRIANGLES, 0, 18);
gl.bindVertexArray(vao1);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp"),
gl.FALSE,
flatten(changedMvpmodelMatrix2));
gl.drawArrays(gl.TRIANGLES, 0, vertexCounter);https://stackoverflow.com/questions/67921837
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