First configure the texture and then set the data, so OpenGL can optimize them to match the settings. To achieve least state changes, fully configure each texture in one run – method chaining comes in handy - and try to have often used textures in dedicated units, not occupied by other textures. See also Context:: resetState() and Context:: State:: PixelStorage. The engine tracks currently used pixel pack/unpack parameters to avoid unnecessary calls to glPixelStore().
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Pixel storage mode defined by PixelStorage and CompressedPixelStorage is applied either right before doing image upload (such as various setImage(), setSubImage(), setCompressedImage() or setCompressedSubImage() functions) using glPixelStore() with GL_UNPACK_* parameters or right before doing image download (such as various image(), subImage(), compressedImage(), or compressedSubImage() functions) using glPixelStore() with GL_PACK_*. If either ARB_ direct_ state_ access (part of OpenGL 4.5) or ARB_ robustness desktop extension is available, image reading operations (such as Texture:: image()) are protected from buffer overflow. Otherwise the feature is emulated with sequence of bind(Int)/ unbind(Int) calls. If ARB_ multi_ bind (part of OpenGL 4.5) is available, bind(Int, std:: initializer_list) and unbind(Int, std:: size_t) use glBindTextures() to avoid unnecessary calls to glActiveTexture(). See respective function documentation for more information. In addition, if ARB_ direct_ state_ access (part of OpenGL 4.5) is available, also all texture configuration and data updating functions use DSA functions to avoid unnecessary calls to glActiveTexture() and glBindTexture(). Otherwise, if ARB_ multi_ bind (part of OpenGL 4.4) is available, bind(Int) and unbind() uses glBindTextures(). If ARB_ direct_ state_ access (part of OpenGL 4.5) is available, bind(Int) and unbind(Int) use glBindTextureUnit().
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See also Context:: resetState() and Context:: State:: Textures. Texture limits and implementation-defined values (such as maxColorSamples()) are cached, so repeated queries don't result in repeated glGet() calls.
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Texture configuration functions use dedicated highest available texture unit to not affect active bindings in user units. The engine tracks currently bound textures and images in all available texture units to avoid unnecessary calls to glActiveTexture(), glBindTexture() and glBindImageTexture(). WebGL puts some restrictions on type of data submitted to *Texture:: setSubImage(), see its documentation for details. Meant to be only used through subclasses, see Texture, TextureArray, CubeMapTexture, CubeMapTextureArray, RectangleTexture, BufferTexture and MultisampleTexture documentation for more information and usage examples. Constructors, destructors, conversion operators.