我在玩Vuforia,它是OpenGL代码,但我不知道每件事都做什么。我只想在这里禁用纹理,因为我从.obj文件生成的代码不包含纹理文件。
我只是想要有人告诉我,每个块做什么,我如何清理纹理,所以我的模型是完全白色(或白色与阴影,如果这很容易做到)。
// Clear colour and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render video background
[appRenderer renderVideoBackground];
glEnable(GL_DEPTH_TEST);
// We must detect if background reflection is active and adjust the culling direction.
// If the reflection is active, this means the pose matrix has been reflected as well,
// therefore standard counter clockwise face culling will result in "inside out" models.
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
for (int i = 0; i < state.getNumTrackableResults(); ++i) {
// Get the trackable
const Vuforia::TrackableResult* result = state.getTrackableResult(i);
Vuforia::Matrix44F modelViewMatrix = Vuforia::Tool::convertPose2GLMatrix(result->getPose());
// OpenGL 2
Vuforia::Matrix44F modelViewProjection;
VuforiaApplicationUtils::translatePoseMatrix(0.0f, 0.0f, kObjectScale, &modelViewMatrix.data[0]);
VuforiaApplicationUtils::scalePoseMatrix(kObjectScale, kObjectScale, kObjectScale, &modelViewMatrix.data[0]);
VuforiaApplicationUtils::multiplyMatrix(&projectionMatrix.data[0], &modelViewMatrix.data[0], &modelViewProjection.data[0]);
glUseProgram(shaderProgramID);
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)teapotVertices);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)teapotNormals);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)teapotTexCoords);
glEnableVertexAttribArray(vertexHandle);
glEnableVertexAttribArray(normalHandle);
glEnableVertexAttribArray(textureCoordHandle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, augmentationTexture[i].textureID);
glUniformMatrix4fv(mvpMatrixHandle, 1, GL_FALSE, (const GLfloat*)&modelViewProjection.data[0]);
glUniform1i(texSampler2DHandle, 0 /*GL_TEXTURE0*/);
glDrawElements(GL_TRIANGLES, NUM_TEAPOT_OBJECT_INDEX, GL_UNSIGNED_SHORT, (const GLvoid*)teapotIndices);
glDisableVertexAttribArray(vertexHandle);
glDisableVertexAttribArray(normalHandle);
glDisableVertexAttribArray(textureCoordHandle);
VuforiaApplicationUtils::checkGlError("EAGLView renderFrameVuforia");
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);glDrawElements调用看起来很重要,但是如果我不需要纹理,该传递什么呢?我是否启用和禁用VertexAttribArray?那又能做什么呢?
发布于 2016-12-19 09:38:45
最简单的方法是编辑使用纹理使用白色颜色的着色器代码。它应该类似于用texture2D(texture, coord)替换vec4(1.0)。
或者,您可以使用glTexImage2d上载白色纹理,该纹理可以在包含以下数据的1x1缓冲区中创建:
GLubyte texdata[1 * 1 * 4] = {0xFF, 0xFF, 0xFF, 0xFF};https://stackoverflow.com/questions/41219514
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