Re: 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]> |
Thanks very much, I'll bookmark the reference. Roland --- Grzegorz Bogucki <[email protected]> wrote: > 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: ----- 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 --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).