Hi there!
I’ve got a little question to explain some strange behaviour to myself :
When I draw my grid of textures (a bunch of quads with the splitted image as texture) in Linux, it works fine if I just call glEnable(GL.GL_TEXTURE_RECTANGLE_ARB) once at the beginnig of the texture-loading-process. If I run the same code in Win32, it totally screws the last row of my grid (the one which really contain the npot-textures). This behaviour disappears when I call glEnable(GL.GL_TEXTURE_RECTANGLE_ARB) and glDisable(GL.GL_TEXTURE_RECTANGLE_ARB) before and after every texture-operation.
Can anybody explain this thing to me shortly?
thanks for reading,
greetings
basti