Reputation: 31
I am new to writing OpenGL ES for the iPhone. I am trying to render yuv texture, but am very confused by the concept of a texture unit.
If I change the glUniform1i's second parameter with different combination, the resulting image is different. My question is how is this 0 or 1 texture unit configured? What is the right way of using it?
Edit: Stupid me... forgot to call this:
glTexParameteri(GL_TEXTURE_2D, GL_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_MAG_FILTER, GL_NEAREST);
Upvotes: 2
Views: 1065
Reputation: 170317
You can bind a texture to an available texture unit using code like the following:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
This assumes you've properly configured both texture1
and texture2
, of course.
When it comes time to bind your textures to your shaders, you specify which texture unit that particular texture is bound to using code like the following:
glUniform1i(texture1Index, 0);
glUniform1i(texture2Index, 1);
where texture1Index
and texture2Index
are the indices of the appropriate uniforms for your shader. The 0 and 1 correspond to the texture units we bound the textures to earlier on.
Upvotes: 2