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thedigga007

OpenGL multi-stage rendering in OGL vs DX

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Hi I have a few questions that I couldn't seem to find the answers to in the OGL documentation... 1) Does a texture have to be bound to specific texture unit before I can change that units texture matrix? 2) Does there have to be a texture bound to the specified texture unit if you want the unit to be used in a pass? For example in DX I can set texture stage states for stages that do not have a texture associated with them. If OpenGL does allow this, do I still need to call glEnable(GL_TEXTURE_2D) for that tex unit? 3) How does OpenGL know how many render stages are going to be used in the rendering pipeline? In DX this is specified by setting a texture op in the first unused stage to TOP_DISABLE, disabling all texture stages after and including the one just set. Thanks. [Edited by - thedigga007 on March 31, 2008 7:45:06 PM]

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1) no

2) if you don`t bind a texture, it is as if that texture unit is disabled. The result of that unit is RGBA={1.0, 1.0, 1.0, 1.0}

3) It knows because you need to call glEnable(GL_TEXTURE_2D), glEnable(GL_TEXTURE_3D), glEnable(GL_TEXTURE_1D), glEnable(GL_TEXTURE_CUBE_MAP)

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