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我正在将我的场景渲染到纹理。这工作正常,但深度测试不起作用。如果渲染到离屏纹理,我如何启用深度测试?我使用framebuffer类http://www.opengl.org/news/comments/framebuffer_object_fbo_c_class_available_with_example_application/如何在渲染到离屏缓冲区然后渲染到纹理时使用深度测试
glGetIntegerv(GL_DRAW_BUFFER, &drawBuffer);
frameBuffer->Bind();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
rAngle += 0.3f;
glUseProgram(0);
drawSpinningTeapot();
FramebufferObject::Disable();
glDrawBuffer(drawBuffer);
glViewport(0, 0, WINDOW_WIDTH,WINDOW_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(g_program);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,tex1);
texSampler = glGetUniformLocation(g_program,"texture");
glUniform1f(texSampler, 0);
glActiveTexture(GL_TEXTURE0);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.5f);
glTexCoord2f(1, 0); glVertex3f(1, -1, -0.5f);
glTexCoord2f(1, 1); glVertex3f(1, 1, -0.5f);
glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.5f);
}
glEnd();
glDisable(GL_TEXTURE_2D);
我一直在寻找所有的地方对于这一点,谢谢! – axel22 2012-09-27 18:44:00
我想知道*为什么*完全应该这样做。 – 2013-03-20 13:57:55