iphoneiosipadopengl-esmultitexturing

how draw object with diffuse texture after multi-textured object


I am drawing one object using multi-texturing. That comes fine but when I draw other objects after that using only diffuse texture, that diffuse texture gets bound with previous texture. I know I have to deactivate texture units other than default and I have to make active texture unit at GL_TEXTURE0 but it's not working.

Here is my code

glClientActiveTexture(GL_TEXTURE0); // first texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, stride, texCoordOffset);
glClientActiveTexture(GL_TEXTURE1); // second texture
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, stride, texCoordLightOffset);

// Enable 2D texturing for the first texture.
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);

// Enable 2D texturing for the second texture.
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);

// We are trying for the multi-textured lighting effect from the OpenGL
// ES 2.0 book, page  223, Figure 10-3. The relevant shader equation is
// basecolor * (lightcolor + 0.25), so we set the constant as a base colour
glColor4f(0.25f, 0.25f, 0.25f, 1.0f);


// Set the light map has the current texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,m_new_tex);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,5.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

// add the light map to the constant 0.25
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);

// Now set the background map (bricks) and modulate (multiply)
glActiveTexture(GL_TEXTURE1);
// we'll keep this code here as _texSelection will never be our lightmap
glBindTexture(GL_TEXTURE_2D, m_sky);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 5.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

/* Set the texture environment mode for this texture to combine */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

/* Set the method we're going to combine the two textures by. */
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);

/* Use the previous combine texture as source 0*/
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);

/* Use the current texture as source 1 */
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);

/*
 Set what we will operate on, in this case we are going to use
 just the texture colours.
 */
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);


glBindBuffer(GL_ARRAY_BUFFER, drawable.VertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawable.IndexBuffer);

glDrawElements(GL_TRIANGLES, drawable.IndexCount, GL_UNSIGNED_SHORT, 0);

glDisable(GL_TEXTURE_2D);

For simple diffuse texture what are the commands I have to write before binding texture?

Any other example code will be helpfull.


Solution

  • First of all you have to disable texturing (glDisable(GL_TEXTURE_2D)) for each unused texture unit, which you are doing already. And of course you also have to disable the texture coordinate array for the unused texture units, so call glDisableClientState(GL_TEXTURE_COORD_ARRAY) when the second texture unit is active (after calling glClientActiveTexture(GL_TEXTURE1)).

    And when you're finished with multi-texturing, you of course have to call glActiveTexture(GL_TEXTURE0) and glClientActiveTexture(GL_TEXTURE0). Othwerise all folowing texture operations apply to texture unit 1 instead of 0.

    But all these things have already been stated in my answer to your other question. Have you even read that?

    EDIT: And by the way, the state changed by glTexParameter is stored per-texture object and not per-unit. So you don't need to call these each frame, once after creating the texture is enough.