Success to blend 4 texture
Need improuve for angle.
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8 changed files with 186 additions and 105 deletions
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@ -70,7 +70,7 @@ namespace Map3DRendering {
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}
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}
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private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
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int lenghPacket = 13;
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int lenghPacket = 18;
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// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
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// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
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int tempVertexArray = GL.GenVertexArray();
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@ -104,6 +104,14 @@ namespace Map3DRendering {
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var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
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GL.EnableVertexAttribArray(texturecoordLocation);
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GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
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var terraintypeLocation = _shader.GetAttribLocation("aTexType");
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GL.EnableVertexAttribArray(terraintypeLocation);
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GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
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var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
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GL.EnableVertexAttribArray(realterraintypeLocation);
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GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 13 * sizeof(float));
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}
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public void Render(Shader shader) {
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for (int y = startY; y <= endY; y++) {
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