Hello Dirk,

Am 26.02.2007 um 22:47 schrieb Dirk Reiners:

> 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?

Yes! Consider the case when you want to use the same texture twice,  
but with different envmodes. When the envmode is part of the Obj  
chunk, you have to copy the same texture twice into the texture  
memory. When the envmode is part of the Env chunk, you can share the  
texture object. It's just a matter of efficiency. I strongly object  
to putting any status variables into the Obj chunk that are not part  
of the underlying OpenGL texture object.

Bye,

Patrick


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