func ActiveTexture(texture Enum) { defer func() { errstr := errDrain() log.Printf("gl.ActiveTexture(%v) %v", texture, errstr) }() C.glActiveTexture(texture.c()) }
func ActiveTexture(texture Enum) { C.glActiveTexture(texture.c()) }
func ActiveTexture( texture Enum) { C.glActiveTexture( C.GLenum(texture)) }
// Disable calls glActiveTexture and Unbind func (t Texture) Disable(unit int, targ int) { C.glActiveTexture(TEXTURE0 + C.GLenum(unit)) t.Unbind(targ) }
func ActiveTexture(texture TextureUnit) { C.glActiveTexture(C.GLenum(texture)) }
func ActiveTexture(texture uint) { C.glActiveTexture(C.GLenum(texture)) }
// ActiveTexture selects active texture unit. // Unit must be between 0 and the maximum supported texture units, of which there are at least 80. func ActiveTexture(unit int) { C.glActiveTexture(C.GLenum(C.GL_TEXTURE0 + unit)) }