- June 1, 2012 at 6:52 pm #30879
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’ contextglActiveTexture(GL_TEXTURE0);int ena0 = glIsEnabled( GL_TEXTURE_2D ); // equals 0, OKglActiveTexture(GL_TEXTURE1);int ena1 = glIsEnabled( GL_TEXTURE_2D ); // equals 0, OKglActiveTexture(GL_TEXTURE0);glEnable(GL_TEXTURE_2D); // enable unit 0ena0 = glIsEnabled( GL_TEXTURE_2D ); // equals 1, OKglActiveTexture(GL_TEXTURE1);ena1 = glIsEnabled( GL_TEXTURE_2D ); // equals 1, should be 0, not OKJuly 6, 2012 at 2:43 pm #35858
Thanks for the info. This is indeed a bug in the current version of the emulator. I’ll push an updated version onto the website soon which will fix this and a number of other issues. In the meantime if this is a blocking issue for you then send an e-mail to email@example.com referencing this thread and I’ll hook you up with a development drop for your platform.