When the state associated with a texture object is changed the texture object is marked as "dirty". Texture "completeness" must be reevaluated, new sampling filter chosen, etc. Previously, the Dirty flag on the texture object was set and the entire list of texture objects was later scanned for dirty texture objects. That wasn't too efficient. Now there is a separate linked list of dirty texture objects so we no longer have to scan the list of all texture objects to find the dirty ones. An app which uses many texture objects should process state changes a bit faster now. I tested with Q3 and it appears to work fine. Let me know if anyone finds a new texture glitch otherwise. -Brian PS. I won't be reading email from midday Friday until next Wednesday. ---------------------------------------------------------------------- Brian Paul Avid Technology / Softimage [EMAIL PROTECTED] _______________________________________________ Mesa-dev maillist - [EMAIL PROTECTED] http://lists.mesa3d.org/mailman/listinfo/mesa-dev