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
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 would
On Thu, Dec 13, 2012 at 4:17 PM, bob b...@coolfone.comze.com 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
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