TextureState: Difference between revisions
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// activeTexture is just an index into textureUnits | // activeTexture is just an index into textureUnits | ||
this.activeTexture = 0; | this.activeTexture = 0; | ||
// these are the textureUnits for this context. | // these are the textureUnits for this context. | ||
this.textureUnits = [ | this.textureUnits = [ |
Revision as of 07:36, 5 August 2012
I hope this pseudo code sample will help make it clearer how activeTexture, bindTexture, and the various texture functions in WebGL effect the state of textures.
Imagine textures are defined like this
Texture2D = function() {
this.levels = [];
this.state = {};
};
And the WebGLRenderingContext is defined like this
WebGLRenderingContext = function() {
// activeTexture is just an index into textureUnits
this.activeTexture = 0;
// these are the textureUnits for this context.
this.textureUnits = [
{ TEXTURE_2D: default2DTexture, TEXTURE_CUBE_MAP: defaultCubeMapTexture, },
{ TEXTURE_2D: default2DTexture, TEXTURE_CUBE_MAP: defaultCubeMapTexture, },
{ TEXTURE_2D: default2DTexture, TEXTURE_CUBE_MAP: defaultCubeMapTexture, },
...
];
};
Then activeTexture would be implemented like this
WebGLRenderingContext.prototype.activeTexture = function(texture) {
this.activeTexture = texture - this.TEXTURE0;
};
bindTexture would be implemented like this
WebGLRenderingContext.prototype.bindTexture = function(target, texture) {
this.textureUnits[this.activeTexture][target] = texture;
};
And texture functions like texParameter or texImage2D would be implemented like this
WebGLRenderingContext.prototype.texParameteri = function(target, pname, value) {
var texture = this.textureUnits[this.activeTexture][target];
texture.state[pname] = value;
};