http://www.xuebuyuan.com/2073287.html
可以这样简单的理解为:显卡中有N个纹理单元(具体数目依赖你的显卡能力),每个纹理单元(GL_TEXTURE0、GL_TEXTURE1等)都有GL_TEXTURE_1D、GL_TEXTURE_2D等,如下
struct TextureUnit
{
GLuint targetTexture1D;
GLuint targetTexture2D;
GLuint targetTexture3D;
GLuint targetTextureCube;
...
};
TextureUnit textureUnits[GL_MAX_TEXTURE_IMAGE_UNITS]
GLuint currentTextureUnit = 0;
默认情况下当前活跃的纹理单元为0。
void glActiveTexture(GLenum textureUnit)
{
currentTextureUnit = textureUnit - GL_TEXTURE0 ;
}
glActiveTextue 并不是激活纹理单元,而是选择当前活跃的纹理单元。
void glBindTexture(GLenum textureTarget, GLuint textureObject)
{
TextureUnit *texUnit = &textureUnits[currentTextureUnit];
switch(textureTarget)
{
case GL_TEXTURE_1D: texUnit->targetTexture1D = textureObject; break;
case GL_TEXTURE_2D: texUnit->targetTexture2D = textureObject; break;
case GL_TEXTURE_3D: texUnit->targetTexture3D = textureObject; break;
case GL_TEXTURE_CUBEMAP: texUnit->targetTextureCube = textureObject; break;
}
}
从示例代码中可以看到:当绑定纹理目标时,所作用的是当前活跃的纹理单元。