Hi folks,

just some thoughts about texture attributes (or all
other attributes in general):

If we first setup a texture attribute on a StateSet,
lets say for the texture unit 0.
After some time we remove this attribute and assign it
to texture unit 1. 

This would end up in the texture bounded to texture
unit 0 and 1, since there is no explicit call like :
glActiveTexture(GL_TEXTURE0) + glBindTexture(.., 0) to
unbind the texture from the unit 0.


Shouldn't there be a method like, unbound texture unit
x ?
Currently I do this always manually if I need it,
however this can not be the solution ;-)


Best regards,
Art




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