下面两段代码的效果是一样的
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
glUseProgram(myTexturedIdentityShader);
GLint iTextureUniform = glGetUniformLocation(myTexturedIdentityShader, "colorMap");
glUniform1i(iTextureUniform, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureID);
glUseProgram(myTexturedIdentityShader);
GLint iTextureUniform = glGetUniformLocation(myTexturedIdentityShader, "colorMap");
glUniform1i(iTextureUniform, 1);