Inquisitor
07-18-2000, 04:57 AM
What I really dislike on using vertex-arrays is the leck of a method for changing the current texture within an array.
At the moment you just can choose one of the following workarounds (at least I only know of these two methods - correct me if I'm wrong):
a) create one big texture holding all your small ones. Problem: texture wrapping won't work.
b) create one vertex array per texture. Problem: Sometimes kind of hard to implement.
So, why isn't there a function like "glTextureNamePointer". The array it
points to would just hold a sequence of
texturenames used when binding the textures.
Is there any not-so-easily-solveable problem with that, or why has a mechanism like that still not been implemented?
At the moment you just can choose one of the following workarounds (at least I only know of these two methods - correct me if I'm wrong):
a) create one big texture holding all your small ones. Problem: texture wrapping won't work.
b) create one vertex array per texture. Problem: Sometimes kind of hard to implement.
So, why isn't there a function like "glTextureNamePointer". The array it
points to would just hold a sequence of
texturenames used when binding the textures.
Is there any not-so-easily-solveable problem with that, or why has a mechanism like that still not been implemented?