I am use to binding textures and such, so when I do a "glTexImage2D" it sets the current texture, but then I can do a glBindTexture(0); to basically NULL the current texture. But I dont see the equivilent. I tried to do a glTexImage2D with NULL data, but that didnt work :). Any ideas?
Thanks
Jeff.
glTexImage2D question
Just call glTexImage2D with your real texture data and flush the renderer before you modify it. Texture data is right now directly passed to the GE DMA engine at rendere time, basically the old OpenGL1.0 approach of doing this.
glBindTexture() and friends are not yet incorporated, please apply Jeremy's texture object patch if you need this functionality -- I'll look through them and will add them soonish.
glBindTexture() and friends are not yet incorporated, please apply Jeremy's texture object patch if you need this functionality -- I'll look through them and will add them soonish.