Hi All,
we're considering changing the TextureObjChunk/TextureEvChunk split for 2 a
little.
Background: in 1 we had one big TextureChunk that got very unwieldy with all
the
nVidia extensions in it. For 2 the current design splits off all
glTexEnv-related data into the TextureEnvChunk, and only texture image-related
stuff is in TextureObjChunk.
The problem is that to actually define a usable texture one mostly needs to set
the basic texture environment (GL_DECAL, GL_REPLACE, ...), so one always has to
create a TextureEnvChunk, making things more complicated than before.
The idea is to return the most basic options, envMode and envColor, from the
Env
to the Obj Chunk, so that only unusual setups need the actual Env Chunk.
Can anybody think of a reason not to do that?
Thanks
Dirk
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