Jump to content
  • Advertisement
Sign in to follow this  
indigox3

glPushClientAttrib

This topic is 4829 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

This is probably a dumb question but does glPushClientAttrib save which arrays (vertex, normal, etc ) have been enabled with a glEnableClientState? So you could do something like glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ) // enable/disable whatever glPopClientAttrib() and at this point have everything back to normal ( before the push )

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by indigox3
This is probably a dumb question but does glPushClientAttrib save which arrays (vertex, normal, etc ) have been enabled with a glEnableClientState?
So you could do something like

glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT )

// enable/disable whatever

glPopClientAttrib()

and at this point have everything back to normal ( before the push )
It will reset all vertex array client states you enable. So only GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, etc. that you enable with glEnableClientState. It will NOT reset state that you enable with glEnable.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!