>  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), sampler2D (and other samplers type) are used to reference 
texture unit in shader languages, therefore you set it to texture unit id 
ordinal (unitId - GL_TEXTURE0), texture is bound on client side by 
selecting texture unit, with call to glActiveTexture and then with 
glBindTexture, which binds texture name to given sample type (eg. sampler2D 
with GL_TEXTURE_2D) on currently selected texture unit.

So to pass texture to shader you need to execute following sequence:

GLES20.glActiveTexture(GL_TEXTURE0); // activate texture unit
GLES20.glBindTexture(GL_TEXTURE_2D, textureName); // bind texture to 2D 
sampler on texture unit 0
/* setup progam, states etc... */
GLES20.glUniform1i(uniformLocationForSampler, 0); // pass texture unit 
ordinal to shader

--
Bart

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