3 ms·
You can use the EXT_direct_state_access instead of bind-to-modify. glBindTexture(GL_TEXTURE_2D, texId); glTexImage2D(GL_TEXTURE_2D, ...); vs glTextureI
by jra101 14y ago
You can use the EXT_direct_state_access instead of bind-to-modify.
glBindTexture(GL_TEXTURE_2D, texId);
glTexImage2D(GL_TEXTURE_2D, ...);
vs
glTextureImage2DEXT(texId, GL_TEXTURE_2D, ...);
- exDM69 14y agoEXT_direct_state_access is not very well maintained. And bind-to-modify is just one problem, there are others. Everything is mutable in OpenGL (a stark contrast to D3D), and that makes things complicated.