I doubt the completeness of my texture completeness,and so it’s affected by some scene graph nodes and not for the others, but I donn’t know how to validate it
the problem is not come from common and the usual way of using texture. it comes from integrating common use of texture with the use of OSG, the use of CEGUI.
if i use glPushAttrib(GL_ALL_ATTRIB_BITS) together with glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS) before calling the draw method of OSG, and pop the attributes afterwards, the result seems good, except some objects loaded and processed, and rendered by OSG “disappeared” in the view.
and, if i do not save and restore any attributes for OSG rendering, but instead disable GL_TEXTURE_2D of my own texture outside of OSG, the result seems to be right.
So, the result I can get is that the problem is related with GL_TEXTURE_2D, and vertex array.
CAN anybody tell me, when using texture in OpenGL, what’s the possible reason for cannot output any color from bound texture with lighting disabled and blended disabled, JUST as the code ABOVE showed?