OpenGL ES 3 (iOS) texturing oddness - want to know why
问题 I have a functioning OpenGL ES 3 program (iOS), but I've having a difficult time understanding OpenGL textures. I'm trying to render several quads to the screen, all with different textures. The textures are all 256 color images with a sperate palette. This is C++ code that sends the textures to the shaders // THIS CODE WORKS, BUT I'M NOT SURE WHY glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, _renderQueue[idx]->TextureId); glUniform1i(_glShaderTexture, 1); // what does the 1 mean