Comments (1)
I wonder if we should keep track of the most recently bound texture unit for that instance, and bind to that? So:
tex1.setPixels(...) // binds to 0
tex1.bind(3)
tex2.bind(5)
tex1.setPixels(...) // binds to 3
A little less likely to cause issues, but it might still result in weirdness if you're working at the WebGL level. Either way would be worth one of us documenting this behaviour in the readme's setPixels()
docs when/if we next have a chance :)
from gl-texture2d.
Related Issues (7)
- typedarray-pool dependency is outdated HOT 1
- usage with node-sharp HOT 4
- HTML5 video HOT 1
- Texture Is Sideways HOT 4
- Simple array upload? HOT 1
- Remove dependency on DOM classes HOT 4
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from gl-texture2d.