[android-developers] Re: HelloEffects confusion

2012-12-13 Thread a1
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

[android-developers] Re: HelloEffects confusion

2012-12-13 Thread bob
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

Re: [android-developers] Re: HelloEffects confusion

2012-12-13 Thread Latimerius
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