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我不知道copyteximage2D是如何工作的, 我想在WebGL的状态机的任期解释:copyteximage2D在状态机方面
感谢GMAN我有这样的:
gl = {
activeTextureUnit: 0,
textureUnits: [],
};
gl.activeTexture = function(unit) {
this.activeTextureUnit = unit - this.TEXTURE_0;
};
gl.bindTexture = function(bindPoint, texture) {
var textureUnit = this.textureUnits[this.activeTextureUnit];
switch (bindPoint) {
case this.TEXTURE_2D:
textureUnit.texture2D = texture;
break;
case ....
}
};
gl.copyTexImage2D = function(target, level, iformat, x, y, w,h,b) {
.....
..... gman please your code here thanks very much!!!
.....
}
不错!所以,如果,在gl.copyTex之前..我把'fbPV2 = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER,fbPV2); gl.framebufferTexture2D(gl.FRAMEBUFFER,gl.COLOR_ATTACHMENT0,gl.TEXTURE_2D,pvTex2,0); '所以pvTex2会复制到绑定到当前纹理单元的纹理? –
是的'pxTex2'将成为您决定复制TexImage2D到任何纹理的源代码。 – gman
好!现在我面临着另一个问题:pvTex2是一个浮动纹理。它似乎可能是问题?或者可能是问题在于我没有在copyTexImage2D之后制作generatemimap(或设置过滤器)? –