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Re: [Public WebGL] Premultiplied alpha blending and issues with color accuracy
On Fri, May 11, 2012 at 11:30 AM, Thor Harald Johansen <firstname.lastname@example.org> wrote:
Oh, I see! So that just sets the *target* texture *unit* for the bind command?
And you write the texture unit number to the sampler as a numeric uniform? It's simple, but not terribly intuitive!
It isn't very intuitive and often trips people up. Unfortunately it's historical and the unit/sampler thing is baked to hardware. Texture units these days are little more than one pointer indirection. In the olden days they used to represent scarce resources (on a lot of hardware they still do). Direct State Access unfortunately hasn't made its debut to texture handling in the GL specifications yet.