I use glBindTexture() to bind a previously created texture. After the glBindTexture() call I use glTexParameteri() to set MIN and MAG filter. No problem so far.
Are those parameters I set using glTexParameteri() bound to the texture itself or are they lost if I bind another texture. Do i have to set them again?
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? */
They're kept. The manual page for glBindTexture() says:
While a texture is bound, GL operations on the target to which it is bound affect the bound texture.
Since the first parameter of glTexParameter()
is a target, they apply to the bound object just like glTexImage()
.
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