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:

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

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