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一、使用MipMap贴图(主要是应用在纹理缩小过滤中)modelViewMatrix.PushMatrix();
M3DMatrix44f mCamera;
cameraFrame.GetCameraMatrix(mCamera);
modelViewMatrix.MultMatrix(mCamera);;
modelViewMatrix.PushMatrix();
//翻转Y轴,绘制倒影
modelViewMatrix.Scale(1.0f,-1.0f,1.0f);
modelViewMatrix.Translate(0.0f,0.8f,0.0f);
//反正之后,原先的正面变成了顺时针了,所以要改变顶点环绕模式:顺时针为正面
glFrontFace(GL_CW);
DrawSongAndDance(yRot);
//绘制完倒影之后改回来顶点环绕模式
glFrontFace(GL_CCW);
modelViewMatrix.PopMatrix();
//开启颜色混合,使倒影和底板的透明度混合
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D,uiTexture[0]);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
static GLfloat vFloorColor[] = {1.0f,1.0f,1.0f,0.75f};
shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,transformPipline.GetModelViewProjectionMatrix(),
vFloorColor,0);
floorBatch.Draw();
glDisable(GL_BLEND);
DrawSongAndDance(yRot);
modelViewMatrix.PopMatrix();标签:
原文地址:http://blog.csdn.net/zh13544539220/article/details/45580361