关于glVertexAttribPointer的用法

GLfloat m_tex[3][4][2] = { 

{ {{1.0, 2.0}, {2.0, 3.0}}, {{0.0, -3.0}, {9.0, 11.0}}, {{23.0, 12.0}, {43.0, 22.0}}, {{15.0, 4.0}, {3.0, 12.0}} },

{ {{13.0, 4.0}, {56.0, 3.0}}, {{5.0, 9.0}, {3.0, 5.0}}, {{3.0, 1.0}, {4.0, 9.0}}, {{5.0, 4.0}, {7.0, 12.0}} },

{ {{3.0, 9.0}, {6.0, 13.0}}, {{8.0, 19.0}, {13.0, 6.0}}, {{3.0, 3.0}, {9.0, 6.0}}, {{35.0, 7.0}, {13.0, 12.0}} }

};

glVertexAttribPointer(Yloc, 2, GL_FLOAT, 0, 0, m_tex[0]);

glVertexAttribPointer(Uloc, 2, GL_FLOAT, 0, 0, m_tex[1]);

glVertexAttribPointer(Vloc, 2, GL_FLOAT, 0, 0, m_tex[2]);

我知道glVertexAttribPointer的意思。它集m_tex[0] 2的值浮到顶点Ylocm_tex[0]包括:关于glVertexAttribPointer的用法

{{1.0, 2.0}, {2.0, 3.0}}, {{0.0, -3.0}, {9.0, 11.0}}, {{23.0, 12.0}, {43.0, 22.0}}, {{15.0, 4.0}, {3.0, 12.0}}

所以没有考虑前两个人? {1.0,2.0}

我不确定。

回答:

是,这将需要在每次迭代

+-----------------------------------------------------------+ 

| glVertexAttribPointer(Yloc, 2, GL_FLOAT, 0, 0, m_tex[0]); |

+-----------------------------------------------------------+

| |

take 2 floats each time <+ from this set <-+

[1.0,2.0]

两个数如果更改2参数3它将迭代为成分〔X,Y,Z]

+-----------------------------------------------------------+ 

| glVertexAttribPointer(Yloc, 3, GL_FLOAT, 0, 0, m_tex[0]); |

+-----------------------------------------------------------+

| |

take 3 floats each time <+ from this set <-+

[1.0,2.0,2.0]

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