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@@ -303,14 +303,23 @@ void PlayerGLWidget::paintGL()
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureIdY_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_imageSize.width(), m_imageSize.height(), 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, m_yData.data());
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ glGenerateMipmap(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, textureIdU_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, uvWidth, uvHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, m_uData.data());
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ glGenerateMipmap(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, textureIdV_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, uvWidth, uvHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, m_vData.data());
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ glGenerateMipmap(GL_TEXTURE_2D);
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// 设置纹理单元
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glUniform1i(glGetUniformLocation(shaderProgram, "textureY"), 0);
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