您需要将每个纹理绑定到不同的纹理单元,然后使用多纹理坐标。它会看起来像这样(假设你已经有纹理):
glActiveTexture (GL_TEXTURE0); // First texture is going into texture unit 0
glBindTexture (GL_TEXTURE_2D, tex0);
glEnable (GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE1); // Second texture is going into texture unit 1
glBindTexture (GL_TEXTURE2D, tex1);
glEnable (GL_TEXTURE_2D);
glUseProgram (yourGLSLProgramID);
glUniform1i (sampler1Location, 0); // tell glsl that sampler 1 is sampling the texture in texture unit 0
glUniform1i (sampler2Location, 1); // tell glsl that sampler 2 is sampling the texture in texture unit 1
///... set the rest of your uniforms...
glBegin (GL_QUADS);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glVertexCoord2f(0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
glVertexCoord2f(width, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
glVertexCoord2f(width, height);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 1.0);
glVertexCoord2f(0.0, height);
glEnd();
[OpenGL Wiki有一篇关于如何工作的文章](http://www.opengl.org/wiki/Sampler_%28GLSL% 29个#Binding_textures_to_samplers)。 –
@NicolBolas你知道他们为什么在这些例子中使用GL_TEXTURE0 + x而不是'GL_TEXTURE0','GL_TEXTURE2'等。 – user1118321
@ user1118321由于'GL_TEXTURE#'只能达到31,而*实际*限制可能要高得多。你应该总是使用'GL_TEXTURE0 + x'。 –