So I'm playing underneath the covers of Java3D with some native calls to
openGL during the pre/post render callbacks of the canvas.  This is to
get the Elumens Dome running with Java3D.

The library uses glGenTextures() to grab an unused textureName(and binds
it).  But it seems that Java3D is overwriting the textureName assigned
by this call.  I can fix the problem by having the library use a really
large number like 999999 for its textureName.  Is Java3D using
glGenTextures to get its texture name or just a counter?

Can you recommend a safe way to allocate a texture name?
--
Alan Hudson
President: Yumetech, Inc.                      http://www.yumetech.com/
Web3D Open Source Chair        http://www.web3d.org/TaskGroups/source/

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