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Thread: Bindless TexImage/TexSubImage?

  1. #1
    Senior Member OpenGL Guru Dark Photon's Avatar
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    Bindless TexImage/TexSubImage?

    Working with ARB_bindless_texture, I just got to noticing: Is there no bindless/DSA way to update texture contents (e.g. TexSubImage/TexImage)? That is, without having to bind the texture to a texture unit?


    Something like this:

    Code cpp:
            void glMultiTexSubImage2DBindlessEXT( GLuint tex_name, 
                                       int level, int xoffset, int yoffset,
                                       sizei width, sizei height,
                                       enum format, enum type,
                                       const void *pixels);

    Either that or replacing the first handle with a texture handle:

    Code cpp:
            void glMultiTexSubImage2DBindlessEXT( uint64 tex_handle, 
                                       int level, int xoffset, int yoffset,
                                       sizei width, sizei height,
                                       enum format, enum type,
                                       const void *pixels);

    I was expecting to be able to ditch glBindTexture/glBindMultiTextureEXT and the whole concept of texture units altogether...

  2. #2
    Senior Member OpenGL Pro
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    Jan 2007
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    1,214
    glTextureSubImage2DEXT will do it.

  3. #3
    Senior Member OpenGL Guru Dark Photon's Avatar
    Join Date
    Oct 2004
    Location
    Druidia
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    3,220
    Thanks! I missed seeing that.

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