MultiTexturing

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 :slight_smile:

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 :slight_smile:

ok