Comments (4)
Just pushed a new demo showing how to use multiple tex units: http://demo.thi.ng/geom/webgl/multitex/
For textures, gl/bind
only defaults to tex unit 0 if no extra arg is given, but you can bind to a specific unit via (gl/bind tex id)
. Furthermore, if your shader uses multiple textures, you can either specify their default slots in the shader spec (see demo source) or set their uniforms dynamically for each use...
from geom.
Thank you so much! This example also shows how we can bind different textures to the different texture units at will which be very useful to us.
Just a quick secondary question gl/release
is the function which unloads a texture from GPU memory, right?
from geom.
glad it helped! :) And yes, release
is the protocol fn to release the memory of any GL related resources (textures, frame buffers, render bufffers). Currently, the only exception is vertex array/attribute buffers. These are not yet wrapped as defrecord
and therefore don't yet implement the gl/IRelease
protocol. So if you need to delete those, you'll have to use the direct GL/WebGL call (for now).
from geom.
Thanks a ton for the wonderful help! And equally thanks for the library, wrote a short guide on interactively programming WebGL with Figwheel and Geom and I'm finding it absolutely delightful to have that 0.5s iteration time even when doing 3D graphics.
from geom.
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