Jump to content
  • Advertisement
Sign in to follow this  
muhkuh

tex_env question

This topic is 4594 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

Hi there, I'm using this on texture stage 3
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, (GLenum)GL_COMBINE_RGB_EXT, GL_MODULATE );
glTexEnvf (GL_TEXTURE_ENV, (GLenum)GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR);
glTexEnvf (GL_TEXTURE_ENV, (GLenum)GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvf (GL_TEXTURE_ENV, (GLenum)GL_SOURCE1_RGB_EXT, GL_PREVIOUS);
glTexEnvf (GL_TEXTURE_ENV, (GLenum)GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
This acutally means the value of the texture set for this stage isn't needed but when I do not bind a texture to this stage it is disabled completely and the computation isn't executed. Do I really have to set a texture for this stage (dummy texture)? Thanks Markus

Share this post


Link to post
Share on other sites
Advertisement
Yes, if you don't have a valid texture bound to the texture unit, the unit is effectively disabled, as required by the specification. Even if you don't use the texture, you must still have one bound to use it.

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.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!