Re: textures and the attribute stack

Grzegorz Bogucki <[email protected]>
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
As it's specified in reference manual( f.e.
http://pyopengl.sourceforge.net/documentation/manual/glPushAttrib.3G.html ),
pushing GL_TEXTURE_BIT attributes saves texture bindings, so the texture
bound after glPopAttrib should be the texture bound before glPushAttrib(
GL_TEXTURE_BIT). What saves GL_TEXTURE_BIT(among others):

GL_TEXTURE_BIT
[...]
Current texture bindings (for example, GL_TEXTURE_BINDING_2D)
[...]

On 10/3/05, Roland Krause <[email protected]> wrote:
>
> 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
>
>
>
> -----
> FAQ and OpenGL Resources at:
> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL
>
> --
> Author: Roland Krause
> INET: [email protected]
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
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