float arr0[4] = {g_T0Blend, g_T0Blend, g_T0Blend, g_T0Blend}; float arr1[4] = {g_T1Blend, g_T1Blend, g_T1Blend, g_T1Blend}; float arr2[4] = {g_T2Blend, g_T2Blend, g_T2Blend, g_T2Blend}; //Texture0 glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); g_Texture[0]->Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, arr0); glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1); //Texture1 glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); g_Texture[1]->Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, arr1); glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1); //Texture2 glActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_2D); g_Texture[2]->Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, arr2); glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
实现功能:
rn = output from combiner n tn = texture value from combiner n r0 = 0.5*t0 r1 = (0.25*t1) + ((1-0.25)*r0) = 0.25*t1 + 0.375*t0 r2 = (0.25*t2) + ((1-0.25)*r1) = 0.25*t2 + 0.1875*t1 + 0.2813*t0
来源:http://www.gamedev.net/community/forums/topic.asp?topic_id=257644
感觉懂了点。不过还不是很清楚,还有什么“多重纹理”方面的,大家分享下啊。