(uniform)
| 1174 | } |
| 1175 | |
| 1176 | _unbindFramebufferTexture(uniform) { |
| 1177 | // Make sure an empty texture is bound to the slot so that we don't |
| 1178 | // accidentally leave a framebuffer bound, causing a feedback loop |
| 1179 | // when something else tries to write to it |
| 1180 | const gl = this.GL; |
| 1181 | const empty = this._getEmptyTexture(); |
| 1182 | gl.activeTexture(gl.TEXTURE0 + uniform.samplerIndex); |
| 1183 | empty.bindTexture(); |
| 1184 | gl.uniform1i(uniform.location, uniform.samplerIndex); |
| 1185 | } |
| 1186 | |
| 1187 | createTexture({ width, height, format, dataType }) { |
| 1188 | const gl = this.GL; |
no test coverage detected