On Thu, Dec 13, 2012 at 4:17 PM, bob wrote:
> Thanks. I'm still a little confused about why there is a glActiveTexture
> and a glBindTexture. Seems like there ought to be one function for setting
> the current texture.
>
You need to differentiate between texture and texture unit (or sampler).
Thanks. I'm still a little confused about why there is a glActiveTexture
and a glBindTexture. Seems like there ought to be one function for setting
the current texture.
On Thursday, December 13, 2012 4:14:52 AM UTC-6, a1 wrote:
>
>
> GLES20.glUniform1i(mTexSamplerHandle, 0);
>>
>> I wo
> GLES20.glUniform1i(mTexSamplerHandle, 0);
>
> I would think it should be:
>
> GLES20.glUniform1i(mTexSamplerHandle, texId);
>
> But that doesn't work.
>
> Can someone help me understand this line?
>
Each GPU has multiple texture units (at least 8 as required by GL ES 2.0
specification), sam
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