On Wed, Feb 17, 2010 at 12:16 PM, Mike Wyatt <[email protected]> wrote:
> Ah, perfect.  That explains why toggling sprite rendering in my sample
> makes the particle rendering work.  By restoring the previous texture
> before rendering the particle group, the correct texture is bound for
> the calls to glTexParameteri().

I thought glTexParameter* invocations were sticky - so done once to a
texture should be enough. Perhaps not.


      Richard

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