* @param textureunit to bind to
* @param texture to bind
*/
- void BindTextureForUnit( TextureUnit textureunit, GLuint texture )
+ void BindTextureForUnit( TextureUnit textureunit, int target, GLuint texture )
{
- if( mBound2dTextureId[ textureunit ] != texture )
+ if( mBoundTextureId[ textureunit ] != texture )
{
ActiveTexture( textureunit );
- Bind2dTexture( texture );
- }
- }
-
- /**
- * Wrapper for OpenGL ES 2.0 glBindTexture(GL_TEXTURE_2D)
- */
- void Bind2dTexture( GLuint texture )
- {
- if (mBound2dTextureId[ mActiveTextureUnit ] != texture)
- {
- mBound2dTextureId[ mActiveTextureUnit ] = texture;
-
- LOG_GL("BindTexture GL_TEXTURE_2D %d\n", texture);
- CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(GL_TEXTURE_2D, texture) );
+ BindTexture( target, texture );
}
}
*/
void BindTexture( int target, GLuint texture )
{
- if (mBound2dTextureId[ mActiveTextureUnit ] != texture)
+ if (mBoundTextureId[ mActiveTextureUnit ] != texture)
{
- mBound2dTextureId[ mActiveTextureUnit ] = texture;
+ mBoundTextureId[ mActiveTextureUnit ] = texture;
LOG_GL("BindTexture target(%d) %d\n", target, texture);
CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(target, texture) );
}
/**
- * Wrapper for OpenGL ES 2.0 glBindTexture(GL_TEXTURE_CUBE_MAP)
- */
- void BindCubeMapTexture( GLuint texture )
- {
- LOG_GL("BindTexture GL_TEXTURE_CUBE_MAP %d\n", texture);
- CHECK_GL( mGlAbstraction, mGlAbstraction.BindTexture(GL_TEXTURE_CUBE_MAP, texture) );
- }
-
- /**
* Wrapper for OpenGL ES 2.0 glBlendColor()
*/
void SetDefaultBlendColor()
// when creating new textures
for( unsigned int i=0; i < MAX_TEXTURE_UNITS; ++i )
{
- mBound2dTextureId[ i ] = 0;
+ mBoundTextureId[ i ] = 0;
}
}
// glBindTexture() state
TextureUnit mActiveTextureUnit;
- GLuint mBound2dTextureId[ MAX_TEXTURE_UNITS ]; ///< The ID passed to glBindTexture(GL_TEXTURE_2D)
+ GLuint mBoundTextureId[ MAX_TEXTURE_UNITS ]; ///< The ID passed to glBindTexture()
// glBlendColor() state
Vector4 mBlendColor; ///< Blend color