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Lines Matching refs:texture

32 // Must define as many texture units as specified by kTextureUnitsCount
42 "At least %d texture units are required!", kTextureUnitsCount);
57 * This is used to populate the shadow LUT texture for quick lookup in the
68 mShadowLutTexture.reset(new Texture(caches));
83 "Tried to use texture unit index %d, only %d exist", textureUnit,
95 void TextureState::bindTexture(GLuint texture) {
96 if (mBoundTextures[mTextureUnit] != texture) {
97 glBindTexture(GL_TEXTURE_2D, texture);
98 mBoundTextures[mTextureUnit] = texture;
102 void TextureState::bindTexture(GLenum target, GLuint texture) {
104 bindTexture(texture);
109 glBindTexture(target, texture);
113 void TextureState::deleteTexture(GLuint texture) {
114 // When glDeleteTextures() is called on a currently bound texture,
115 // OpenGL ES specifies that the texture is then considered unbound
118 // glGenTextures -> creates texture name 2
124 // call, any texture operation will be performed on the default
125 // texture (name=0)
127 unbindTexture(texture);
129 glDeleteTextures(1, &texture);
138 void TextureState::unbindTexture(GLuint texture) {
140 if (mBoundTextures[i] == texture) {