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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