textures and the attribute stack

Roland Krause <[email protected]>
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
Couple of weeks ago I asked a question about textures and displaylists.
Didn't get any answers, so I am trying to ask the question in a bit
different way: 

Say I do this:

GLuint it;
glGenTextures(1,&it);
glBindTexture(GL_TEXTURE_2D,it);
/* ... create my texture 
   ...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexParamateri(GL_TEXTURE_2D,...
glTexImage2D(GL_TEXTURE_2D,...
   ...
   ... */
glBindTexture(GL_TEXTURE_2D,0);

/* now i want to use it */

glPushAttribute(GL_TEXTURE_BIT); /// PUSH
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,it);

glBegin(GL_QUAD);
for (unsigned int i=0 ; i<n ; ++i)
{
  glTexCoord2i(r[i],s[i]);
  glVertex3i(x[i],y[i],z[i]);
}
glEnd();

glPopAttribute();    /// POP

My question is: Which texture is now "bound", "it" or the default
texture?

I.e. is the currently bound texture pushed on the attribute stack or
not? 

Thanks and best regards,

Roland



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-- 
Author: Roland Krause
  INET: [email protected]

Fat City Hosting, San Diego, California -- http://www.fatcity.com
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