Thanks Pjotr, change looks reasonable, merged and submitted to svn/trunk.

On 17 October 2014 11:02, Pjotr Svetachov <[email protected]> wrote:

> Hi Robert,
>
> I was experimenting with VBO's to try to get them on par with display
> lists when drawing lots of batches and noticed that my program
> generated a lot of unneeded glClientActiveTexture calls. Digging
> deeper I found out it came from State::disableTexCoordPointer where
> the function would call glClientActiveTexture but not
> glDisableClientState because the geometry didn't have texture
> coordinates for that channel. This is because in our scene there are
> some geometries that have move than one uv channels making
> State::_texCoordArrayList grow. Then the method
> State::applyDisablingOfVertexAttributes() will call
> disableTexCoordPointer multiple times.
>
> I rearrange the method a little to combat this. Now the logic has the
> same ordering as disableTexCoordPointersAboveAndIncluding which
> already combats this.
>
> Cheers,
> Pjotr
>
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