Agreed.  The problem is that Lepton doesn't do that.  I'm guessing
Casey will fix it when he has time, but in the meantime I'll just use
my workaround.

On Feb 16, 9:16 pm, Tristam MacDonald <[email protected]> wrote:
> On Tue, Feb 16, 2010 at 9:49 PM, Mike Wyatt <[email protected]> wrote:
> > You are probably right, but in this case it doesn't help.
> > glBindTexture is never called before glTexParameter*() on the particle
> > texture, unless it is the only thing being rendered.
>
> I think there is some confusion occurring here. To clarify:
>
> - You *must* bind the texture *before* setting any texture parameters.
>
> - Once you have set the texture parameters for a given texture object, they
> will remain set (for that particular texture object).
>
> Generally, you set the texture parameters for a each texture exactly once,
> right after creating the texture (and binding it, of course). Further
> modifications to texture parameters are generally only required if you are
> doing something tricky, such as streaming mipmaps.
>
> --
> Tristam MacDonaldhttp://swiftcoder.wordpress.com/

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