OpenGL: Build High Performance Graphics by Muhammad Mobeen Movania
Author:Muhammad Mobeen Movania
Language: eng
Format: epub
Publisher: Packt Publishing
Getting ready
Will start with the same shaders used in the recipe Applying a 2D texture. The shader code will not change at all, but we'll use sampler objects to change the state of the sampler variable Tex1.
How to do it...
To set up the texture object and the sampler objects, use the following steps.
Create and fill the texture object in the usual way, but this time, we won't set any sampling state using glTexParameter.GLuint texID; glGenTextures(1, &texID); glBindTexture(GL_TEXTURE_2D, texID); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, w, h); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
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