[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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