[EMAIL PROTECTED] schreef: > The first one I would not call it a bug : historically, Warzone disabled > GL_TEXTURE_2D before calling QuesoGLC routines. It was pointless to do that, > but it was harmless since QuesoGLC modified itself the state of GL_TEXTURE_2D > to the good value in order to display textured characters. From release 0.7.0 > and on, I decided that it was useless (actually redundant) that QuesoGLC > enables GL_TEXTURE_2D itself since it is generally already enabled by the > client (i.e. the application which uses QuesoGLC as a > library). Most OpenGL apps use textures and therefore enable GL_TEXTURE_2D > whether they use GLC or not. So, in order to be able to use QuesoGLC 0.7.0, > Warzone had to remove the line of code which disabled GL_TEXTURE_2D before > calling QuesoGLC routines. This modification has been included in Warzone by > the patch that Giel talks about in his mail (patch #961 committed in rev 3868 > of the SVN repository) . I would like to stress that this patch is *backward > compatible* for obvious reasons.
I'm just wondering if it wouldn't be better for this particular case to use glIsEnabled(GL_TEXTURE_2D) to check whether texturing is enabled (in GLC I mean) then enable it if disabled (and disable it again when finishing drawing). As I assume GLC binds its own texture this would cause us to use GLC's texture in later drawing commands if we would happen to need texture page 0 (as WZ thinks texpage 0 is still bound). I'm not sure what the best place to fix this would be: enable texturing in GLC by checking whether it's enabled first, or to add yet another negative constant to pie_SetTexturePage() which tells it that a texture rebind is necessary but doesn't disable texturing altogether. > ... > As a conclusion, the second issue is not the only one which may justify to > not to use QuesoGLC 0.7.0 along with Warzone. Ok, so I assume compiling QuesoGLC 0.7.0 with VBOs disabled could be a possible fix as well -- Giel
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