PDA

View Full Version : glbindtexture(GL_texture_2d, 0) in GLSL



chankahou
04-26-2011, 09:27 PM
such the glenable(gl_texture_2d) doesn't effect the glsl frag
and i don't want to send some the control message whether the texture is enable or not into the shader

I usually use this method:
if (textureSize(map, 0).x) {/*have texture bind*/}
else {/*no texture bind*/}
to know when i need the texture mapping in glsl
and the default texture color is all black which is not good for the dynamics model's texture mapping

can you add a function like:
if (textureAvaible(map)) {/*have texture bind*/}
else {/*no texture bind*/}

thank for the good GLSL.