How do I disable a texture block, or at least prevent it from changing state when linking a texture? I use shaders, so there is no gldisable for this, I donβt think. The problem is that the event chain might look something like this:
Create texture 1 (implies binding it) Use texture 1 with texture unit 1 Create texture 2 (implies binding it) Use texture 2 with texture unit 2
but, given the semantics of glActiveTexture, this seems impossible, because creating texture 2 will become associated with the state of texture block 1, since that was the last element that I called glActiveTexture on. those. you need to write:
Create texture 1 Create texture 2 Use texture 1 with texture unit 1 Use texture 2 with texture unit 2
Of course, I simplified the example, but the fact that creating and snapping a texture can accidentally affect the active texture structure, even when you only bind the texture as part of the creation process, is something that makes me somewhat uncomfortable, Of course, I have not made a mistake here and there, what can I do to disable state changes in the current glActiveTexture?
Thanks for any help you can give me here.
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