Пример #1
0
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);
}