问题描述
可以说我有一个功能,希望用户能够以类型安全的方式选择适当的纹理.因此,我定义了如下方法,而不是使用GL_TEXTUREX的GLenum.
Lets say I have a function where I want the user to be able to select the appropriate texture in a type safe manner. So instead of using a GLenum of GL_TEXTUREX I define a method as follows.
void activate_enable_bind(uint32_t texture_num) {
const uint32_t max_textures = GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS - GL_TEXTURE0;
const uint32_t actual_texture = (GL_TEXTURE0 + texture_num);
if (texture_num > max_textures) {
throw std::runtime_error("ERROR: texture::activate_enable_bind()");
}
glActiveTexture(actual_texture);
glEnable(target_type);
glBindTexture(target_type, texture_id_);
}
这是否保证可以在所有基于opengl规范的实现中使用,还是允许实现者拥有
Is this guaranteed to work under all implementations based on the opengl specification, or are implementers allowed to have
`GL_TEXTURE0 - GL_TEXTURE(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS -1)`
以非连续方式定义?
我也在这里修改自己的代码:
I was modifying my code aswell here in what I have:
void activate_enable_bind(uint32_t texture_num = 0) {
GLint max_textures = 0;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_textures);
if (static_cast<GLint>(texture_num) > max_textures - 1) {
throw std::runtime_error("ERROR: texture::activate_enable_bind()");
}
const uint32_t actual_texture = (GL_TEXTURE0 + texture_num);
glActiveTexture(actual_texture);
glEnable(target_type);
glBindTexture(target_type, texture_id_);
}
推荐答案
我认为GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
本身并不是一个有用的值,而是您传递给来检索实际值.为了解决这个问题,您可以像这样检索它:
I think GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
is not on its own a useful value, but is something that you pass to glGet
to retrieve the actual value. To account for that, you'd retrieve it like this:
GLint max_combined_texture_image_units;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_texture_image_units);
// and then maybe check for errors
关于添加到GL_TEXTURE0
中,这是安全的; OpenGL 3.2核心规范的§ 3.8 表示:
As for adding to GL_TEXTURE0
, that is safe; §3.8 of the OpenGL 3.2 Core specification says this:
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