Am 25.12.2006 um 17:12 schrieb H. Verbeet:
Previously all textures were (re)bound each DrawPrimitive call. With the new state management only dirty textures are bound, so we need to restore the texture binding if we change it.
Changelog:
- Restore texture bindings in the FBO code
<wined3d_fbo_texture_binding.diff.txt>
Why are you not using glPushAttrib / glPopAttrib?
On 25/12/06, Stefan Dösinger stefandoesinger@gmx.at wrote:
Why are you not using glPushAttrib / glPopAttrib?
The relevant bit to push would be GL_TEXTURE_BIT, but that pushes the bindings for all texture units and pretty much all related state, ie glTexParameter & glTexEnv state. Since we're only interested in the texture binding, I doubt it would be more efficient, and we would have to make sure the texture isn't currently bound to some unit.