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iphoneobjective-copengl-es-2.0point-sprites

Multi-textured Point Sprites in OpenGL ES2.0 on iOS?


I am trying to make a multi-textured point sprite for an iphone application using OpenGL ES 2.0. I can't find any examples of this on web, and it doesn't seem to be working. Is there some built-in limitation where gl_PointCoord can't be used on multiple textures when using GL_POINTS mode for point sprites?

uniform sampler2D tex;    
uniform sampler2D blur_tex;
vec4 texPixel = texture2D( tex, gl_PointCoord ); 
vec4 blurPixel = texture2D( blur_tex, gl_PointCoord );

I'm sure I am passing in the textures properly, as I can do multi-texturing just fine in TRIANGLE_STRIP mode, but I am hoping to speed things up using point sprites.

If it is possible, a link to an example of working code would super helpful. Thanks!

EDIT:

Here's how I'm passing in the textures to my shader. This lets me do multi-texturing when I am in TRIANGLE or TRIANGLE_STRIP mode.

//pass in position and tex_coord attributes...

//normal tex
glActiveTexture(0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex0);
glUniform1i(SAMPLER_0_UNIFORM, 0);

//blur tex
glActiveTexture(1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex1);
glUniform1i(SAMPLER_1_UNIFORM, 1);
//draw arrays...

However if I am using POINTS mode then I never see the second texture. That is, referring to the shader code above, whether I do

gl_FragColor = texPixel;

OR

gl_FragColor = blurPixel;

I see the same texture. Which seems strange. My guess is that you CAN'T do multi-texturing on a point sprite and somehow having two active textures or two calls to gl_PointCoord causes a problem. But I'm hoping I'm wrong. So if someone has a simple example of multi-texturing working with point sprites in OpenGL ES 2.0 I would be happy to look at that code!

EDIT 2:

vertex shader:

attribute vec4 position;

void main() {
  gl_PointSize = 15.0;   
  gl_Position = position;
}

fragment shader:

precision mediump float; 

uniform sampler2D tex;    
uniform sampler2D blur_tex;

void main() {
  vec4 texPixel = texture2D( tex, gl_PointCoord ); 
  vec4 blurPixel = texture2D( blur_tex, gl_PointCoord );

  //these both do the same thing even though I am passing in two different textures?!?!?!?

  //gl_FragColor = texPixel;
  gl_FragColor = blurPixel;
}

Solution

  • source In my case there is a blending for points

    The possible problem was in nonexistent parameters

    glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
    glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );