简体   繁体   English

OpenGL ES 2.0-复制纹理数据

[英]OpenGL ES 2.0 - Copy Texture Data

I have an array of 2D textures initialized in OpenGL ES 2.0: 我有一个在OpenGL ES 2.0中初始化的2D纹理数组:

textures[10];

After I delete one of the textures at a given array index: 在删除给定数组索引处的纹理之一后:

glDeleteTextures(1, &textures[5]);

How do I remove the empty gap left in my array, with relative ease, in order to keep things neat and tidy? 如何相对轻松地删除数组中剩余的空白,以使事情保持整洁? Is there a more direct method other than rendering each texture and then using glGetTexImage as a way to change the order of the textures in the array? 除了渲染每个纹理然后使用glGetTexImage作为更改数组中纹理顺序的方法之外,还有其他更直接的方法吗?

The textures array is actually an array of 'names' represented by non-zero integers set by glGenTextures that represent texture locations on the GPU. Textures数组实际上是由glGenTextures设置的非零整数表示的“名称”数组,该整数表示GPU上的纹理位置。 As long as you keep track of the valid textures names and what your using them for you can sort the array any way you want. 只要您跟踪有效的纹理名称以及将其用作什么,就可以根据需要对数组进行排序。

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM