I'm having a problem getting accurate primitive colours when I'm using multi-texturing elsewhere in the scene. Basically, I have some lines and polygons that I am trying render over a video texture (I'm using 3 stage multitexturing to create the video texture)... Anyhow, I know the problem is not alpha related... In fact, I know that in my texture update function if I just comment out the calls to glBindTexture() for texture levels 1 and 2, the primitive color is fine (so leaving texture level 0)... Is it trying to multitexture the primitives too (even though I'm obviously not setting texture coordinates for primitives)?
+1
A:
Make sure to disable multitexturing when not using it. OpenGL uses a state machine, so if you turn on a texture it will stay on until you explicitly turn it off.
Just because you're not setting coordinates, doesn't mean OpenGL will assume you're not using the texture.
Andrei Krotkov
2009-04-22 16:50:35
How do you disable multitexturing?
dicroce
2009-04-22 19:26:20
How do you enable it? I'm not trying to be snarky, but usually extensions are enabled with a glEnable(...) call. Disabling it should just be glDisable(...) with the same parameter.
Andrei Krotkov
2009-04-22 20:58:10