The sampler2D
is bound to a texture unit. The glUniform
call binds it to texture unit zero. The glActiveTexture()
call is only needed if you are going to use multiple texture units (because GL_TEXTURE0
is the default anyway).
The sampler2D
is bound to a texture unit. The glUniform
call binds it to texture unit zero. The glActiveTexture()
call is only needed if you are going to use multiple texture units (because GL_TEXTURE0
is the default anyway).