Searched refs:activeSampler (Results 1 – 2 of 2) sorted by relevance
165 mState.activeSampler = 0; in Context()737 mState.activeSampler = active; in setActiveSampler()768 return mState.activeSampler; in getActiveSampler()1195 mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture)); in bindTexture2D()1202 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture)); in bindTextureCubeMap()1209 mState.samplerTexture[TEXTURE_3D][mState.activeSampler].set(getTexture(texture)); in bindTexture3D()1216 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].set(getTexture(texture)); in bindTexture2DArray()1567 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); in getTexture2D()1572 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); in getTextureCubeMap()1577 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); in getTexture3D()[all …]
99 unsigned int activeSampler; // Active texture unit selector - GL_TEXTURE0 member