Graphics Programs Reference
In-Depth Information
GLES20.glVertexAttribPointer(_planeAPositionLocation,
3, GLES20.GL_FLOAT, false, 12, _planeVFB);
GLES20.glEnableVertexAttribArray(_planeAPositionLocation);
GLES20.glVertexAttribPointer(_planeACoordinateLocation,
2, GLES20.GL_FLOAT, false, 8, _planeTFB);
GLES20.glEnableVertexAttribArray(_planeACoordinateLocation);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6,
GLES20.GL_UNSIGNED_SHORT, _planeISB);
The subsequent call to
glBindTexture
binds the active texture to its texture type.
Finally, to make this texture ready for use with the
shader program
, call
glUni-
form1i
and pass it the sampler location as an argument, and an additional argument
specifying the number of current texture (in a zero-based manner). So, for the first
texture used, this value is “0”.
fetch from the texture map. It takes the
sampler2D
uniform and
vec2
texture co-
ordinate as arguments. This function returns a
vec4
, representing the color fetched
from the texture map. If the format of the texture is RGB, then the
vec4
returned is
(R, G, B, 1.0)
. If this format is RGBA, then the
vec4
returned is
(R, G,
B, A)
.
Using Texture and Color
Along with the color (
vec4
) fetched from the texture map, we can also use addition-
al colors (
Figure 5-5
) with the rendered object. Inside the fragment shader, you can
create a color represented as a variable of type
vec4
. Then, you can add this color
to the texture color.
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