Hello!
I’ve been attempting to work with multiple texture units in both the ES 1.1 emulator and PVRVFrame - the 2.10 version on Windows 7 64 bit, but in 32 bit mode.
A funny thing happens: If I activate any texture unit and enable/disable it, all other texture units (4 are advertised) become enabled/disabled. Similar code on iPhone hardware works as expected: each texture unit is enabled/disabled separately.
Has anyone experienced this?
Is this a limitiation of the emulator? If so, why doesn’t PVRVFrame work correctly?
Is the ES 1.1 profile emulator still being developed?
Here is a c++ code snippet to quickly reproduce:
// start with ‘fresh’ context<span =“Apple-tab-span” style=“white-space:pre”>
glActiveTexture(GL_TEXTURE0);
int ena0 = glIsEnabled( GL_TEXTURE_2D ); // equals 0, OK
glActiveTexture(GL_TEXTURE1);
int ena1 = glIsEnabled( GL_TEXTURE_2D ); // equals 0, OK
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D); // enable unit 0
ena0 = glIsEnabled( GL_TEXTURE_2D ); // equals 1, OK
glActiveTexture(GL_TEXTURE1);
ena1 = glIsEnabled( GL_TEXTURE_2D ); // equals 1, should be 0, not OK