m3xican
03-13-2008, 05:11 AM
Hi,
When I enable texturing (glEnable(GL_TEXTURE_2D), for example), colors of all the graphic primitives (points, lines, triangles, etc...) are affected by the latest bound texture, even if I don't associate any texture coordinate to the vertexes nor activate a texture unit.
This could be a problem, for example, when I want to draw just a triangle mesh with no textures.
I've sorted this issue out in two ways:
- disabling texturing
- binding the texture name 0 (or some other texture name never created)
Does exist some other way to manage this problem?
When I enable texturing (glEnable(GL_TEXTURE_2D), for example), colors of all the graphic primitives (points, lines, triangles, etc...) are affected by the latest bound texture, even if I don't associate any texture coordinate to the vertexes nor activate a texture unit.
This could be a problem, for example, when I want to draw just a triangle mesh with no textures.
I've sorted this issue out in two ways:
- disabling texturing
- binding the texture name 0 (or some other texture name never created)
Does exist some other way to manage this problem?