hi
Before I start to try… Is it valid to use e.g. the first and third texture unit, but not the second one (if I disable the second one, of course)?
Marvin
hi
Before I start to try… Is it valid to use e.g. the first and third texture unit, but not the second one (if I disable the second one, of course)?
Marvin
Yes
Thanks.
Merry Christmas
Does it matter, if I use
ARBMultitexture.glActiveTextureARB( GL13.GL_TEXTURE0 );
or
GL13.glActiveTexture( GL13.GL_TEXTURE0 );
?
The same for glClientActiveTextureARB;
Marvin
Yes, ARB extensions could be available before in graphics hardware that doesn’t have GL13. As a sort of small rule of mine, I only use extensions.
For example, the ATI R200 generation does support VBOs through the ARB_vertex_buffer_objects. But it doesn’t have GL15 support.
HTH, DP 
Shouldn’t this be a job for LWJGL then to choose the right function?
Marvin
No, it isn’t. Because the developer should be specific as to what he or she wants. Much rather have a clever developer that understands why he is using a particular function/field than one that doesnt understand and does it because the lib will do it for him.
After all, those two functions in C do have different signitures are are completely different methods, and since LWJGL is a binding to that, it should abide by the functions exposed.
DP 
ok