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我使用glBindTexture()來綁定以前創建的紋理。在glBindTexture()調用之後,我使用glTexParameteri()來設置MIN和MAG濾鏡。到目前爲止沒有問題。紋理參數的持久性
是我使用綁定到紋理本身的glTexParameteri()設置的那些參數,或者如果綁定另一個紋理,它們會丟失。我必須再次設置它們嗎?
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? */
感謝您澄清這:) – fen 2010-03-09 11:03:20