GLES20.glUniform1i(mTexSamplerHandle, 0); I would think it should be:GLES20.glUniform1i(mTexSamplerHandle, texId); But that doesn't work.Can someone help me understand this line?
Each GPU has multiple texture units (at least 8 as required by GL ES 2.0 specification), sampler2D (and other samplers type) are used to reference texture unit in shader languages, therefore you set it to texture unit id ordinal (unitId - GL_TEXTURE0), texture is bound on client side by selecting texture unit, with call to glActiveTexture and then with glBindTexture, which binds texture name to given sample type (eg. sampler2D with GL_TEXTURE_2D) on currently selected texture unit.
So to pass texture to shader you need to execute following sequence:
GLES20.glActiveTexture(GL_TEXTURE0); // activate texture unit
GLES20.glBindTexture(GL_TEXTURE_2D, textureName); // bind texture to 2D sampler on texture unit 0
/* setup progam, states etc... */
GLES20.glUniform1i(uniformLocationForSampler, 0); // pass texture unit ordinal to shader
--
Bart
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