I'm coming from doing opengl with java on android. The way I have it there is when I go to load a texture, I specify an ID for the texture ahead of time, then i call the following before teximage2d uploads the image:
and in this way, i can just associate a tex id in my vertex buffers to a tex_unitN in my frag shader....thats just how i do things so i dont have to mess with binding textures and stuff in my draw loop....but i cant seem to figure out how to do this with jogl because newTexture() doesnt let you specify an id, does anyone know if i can do this? thanks for your help plz
By the way, JOGL works under Android too even though there is a lack of documentation about that.
Nothing forces you to use JOGL high level helpers. You can use TextureIO.newTextureData() and create your texture with low level calls but in my humble opinion, you seem to confuse the identifier of the texture and the identifier of the texture unit, which are two distinct notions. this confusion has nothing to do with Android, OpenGL and OpenGL-ES are cross-platform.