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 __________________________________ Ihre erste Baustelle? Wissenswertes für Bastler und Hobby Handwerker. www.yahoo.de/clever _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org