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@ -33,9 +33,11 @@ subclassing and setting texture data from e.g. constructor with setData().
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setMagnificationFilter() after creating the texture, otherwise it will be |
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unusable. |
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The texture is bound via bind() and setting texture uniform on the shader to |
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desired texture layer. In shader, the texture is used via @c sampler1D, |
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@c sampler2D or @c sampler3D depending on dimension count. |
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The texture is bound via bind() and setting texture uniform on the shader to the |
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texture (see AbstractShaderProgram::setUniform(GLint, const AbstractTexture*)). |
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In shader, the texture is used via @c sampler1D, @c sampler2D or @c sampler3D |
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depending on dimension count. Note that you can have more than one texture bound |
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to the shader - the only requirement is to have each texture in another layer. |
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@section RectangleTextures Rectangle textures |
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