http://bugs.freedesktop.org/show_bug.cgi?id=20129





--- Comment #7 from jsado_...@comcast.net  2009-03-02 16:53:32 PST ---
Thanks for the help. I have looked further into the possibility that the
application is using multitexturing. As far as I can tell, it is not. There
were some stubs of code for that, but it isn't used and I commented it out to
be certain.

However, if I modify the code, arch/ogl/gr.c line 436 from:

OGL_DISABLE(TEXTURE_2D)

to:

glActiveTexture(GL_TEXTURE1);
OGL_DISABLE(TEXTURE_2D);
glActiveTexture(GL_TEXTURE2);
OGL_DISABLE(TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
OGL_DISABLE(TEXTURE_2D);

Then it works. In other words, if I assume that the program is using
multitexturing, and proceed to disable it, then the game renders correctly.

On the other hand, I have also put this code in at the same line (instead of
the change above):

glActiveTexture(GL_TEXTURE2);
if(glIsEnabled(GL_TEXTURE_2D))
  printf("texture 2\n");
glActiveTexture(GL_TEXTURE1);
if(glIsEnabled(GL_TEXTURE_2D))
  printf("texture 1\n");
glActiveTexture(GL_TEXTURE0);
if(glIsEnabled(GL_TEXTURE_2D))
  printf("texture 0\n");

And this only prints out "texture 0". So I don't see that it is actually using
texture units 1 or 2. A grep of all of the code does not show that these are
being used.

So maybe there are two problems here? One is that if you have texture unit 0
disabled and another texture unit enabled, the display is messed up. The other
might be that there are ways to get a texture unit enabled that you really
aren't using.


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