func (this *textureManager) Update(filename string) { outer := gl.Texture(getEnum(BindingMap[this.target])) this.texture.Bind(this.target) LoadTexture(filename, this.target) gl.GenerateMipmap(this.target) outer.Bind(this.target) }
func TexturesTest() { out := make([]int32, 1) gl.GetIntegerv(gl.MAX_TEXTURE_IMAGE_UNITS, out) maxUnits := int(out[0]) for i := 0; i < maxUnits; i++ { gl.ActiveTexture(gl.GLenum(gl.TEXTURE0 + i)) gl.GetIntegerv(gl.TEXTURE_BINDING_1D, out) texture := gl.Texture(out[0]) if texture != 0 { fmt.Println("unit: ", i, " texture1d: ", texture) } gl.GetIntegerv(gl.TEXTURE_BINDING_2D, out) texture = gl.Texture(out[0]) if texture != 0 { fmt.Println("unit: ", i, " texture2d: ", texture) } gl.GetIntegerv(gl.TEXTURE_BINDING_RECTANGLE, out) texture = gl.Texture(out[0]) if texture != 0 { fmt.Println("unit: ", i, " textureRect: ", texture) } gl.GetIntegerv(gl.TEXTURE_BINDING_CUBE_MAP, out) texture = gl.Texture(out[0]) if texture != 0 { fmt.Println("unit: ", i, " textureCube: ", texture) } gl.GetIntegerv(gl.TEXTURE_BINDING_3D, out) texture = gl.Texture(out[0]) if texture != 0 { fmt.Println("unit: ", i, " texture3d: ", texture) } } gl.ActiveTexture(gl.TEXTURE0) }
func LoadTextureWatched(filename string, target gl.GLenum) { i, _, _, _ := gl.GetInteger4(BindingMap[target]) Manage(&textureManager{gl.Texture(i), target}, filename) LoadTexture(filename, target) }