GLCaches::GLCaches() { glActiveTexture(gTextureUnits[0]); mTextureUnit = -1; mFramebuffer = 0; resetBoundTextures(); }
TextureState::TextureState() : mTextureUnit(0) { glActiveTexture(kTextureUnits[0]); resetBoundTextures(); GLint maxTextureUnits; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount, "At least %d texture units are required!", kTextureUnitsCount); }