(int texture)
| 3230 | // the bound textures, so the actual GL call should go in activeTextureImpl() |
| 3231 | // and bindTextureImpl(). |
| 3232 | public void activeTexture(int texture) { |
| 3233 | activeTexUnit = texture - TEXTURE0; |
| 3234 | activeTextureImpl(texture); |
| 3235 | } |
| 3236 | |
| 3237 | protected abstract void activeTextureImpl(int texture); |
| 3238 |
no test coverage detected