KRONOS
05-08-2002, 04:21 AM
A)
I'm using multitexturing and vertex array, so at any given time, for texture units 0 and 1, they're state is: glEnable(GL_TEXTURE_2D) and glEnableClientState(GL_TEXTURE_ARRAY). But sometimes the geometry doesn't need a second pass, so I disable texturing on unit 1. But should I also disable the ClientState? I don't know if even with texturing disabled, the drivers fetch the texture coordinates because of the ClientState been enabled, even not being necessary...
B)
When using Vertex Array Range, should I put the indices in that memory to? They do not change, so I think that would be a performance boost.
C)
Does S3 and texture compression work only in 32 bits textures? I didn't see any format to work with 16bits textures.
I'm using multitexturing and vertex array, so at any given time, for texture units 0 and 1, they're state is: glEnable(GL_TEXTURE_2D) and glEnableClientState(GL_TEXTURE_ARRAY). But sometimes the geometry doesn't need a second pass, so I disable texturing on unit 1. But should I also disable the ClientState? I don't know if even with texturing disabled, the drivers fetch the texture coordinates because of the ClientState been enabled, even not being necessary...
B)
When using Vertex Array Range, should I put the indices in that memory to? They do not change, so I think that would be a performance boost.
C)
Does S3 and texture compression work only in 32 bits textures? I didn't see any format to work with 16bits textures.