On Mar 29, 2:04 am, "Alex Holkner" <[EMAIL PROTECTED]> wrote:
>
> The texture coordinate array is enabled but not valid in these cases.
> The following is a simple fix:
>
>         glDisableClientState(GL_TEXTURE_COORD_ARRAY)
>         glDrawArrays(GL_POINTS, 0, len(self.__particles))
>         glEnableClientState(GL_TEXTURE_COORD_ARRAY)
>
> I tend to glPushClientAttrib, enable just the necessary arrays, draw,
> then glPopClientAttrib to avoid these kinds of problems (at the cost
> of some state switching overhead).

Excellent pointer, Alex - thanks! This seems to be the case.

By the way is this overhead measurable? I mean, to have hundreds of
pushes/enables/pops vs hundreds n-times enables/disables per frame?

-- serg.
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