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我使用glBindTexture()来绑定以前创建的纹理。在glBindTexture()调用之后,我使用glTexParameteri()来设置MIN和MAG滤镜。到目前为止没有问题。纹理参数的持久性
是我使用绑定到纹理本身的glTexParameteri()设置的那些参数,或者如果绑定另一个纹理,它们会丢失。我必须再次设置它们吗?
glGenTexture(1, &tex1);
glGenTexture(1, &tex2);
/* bind tex1 and set params */
glBindtexture(GL_TEXTURE_RECTANGLE_ARB, tex1);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, ...);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* do something */
/* bind tex2 and set params */
glBindtexture(GL_TEXTURE_RECTANGLE_ARB, tex2);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, ...);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* do something */
/* bind tex1 again */
glBindtexture(GL_TEXTURE_RECTANGLE_ARB, tex1);
/* do i have to set the parameters from above again or are they stored with tex1? */
感谢您澄清这:) – fen 2010-03-09 11:03:20