On 04/25/2014 12:07 PM, Eric Anholt wrote:
Marek Olšák <mar...@gmail.com> writes:

Have you considered disabling creating the fallback textures for
hardware which can return the correct constant for a texture fetch if
a texture isn't bouńd?

No, I hadn't.  Given that nobody ever intentionally executes with a
fallback texture, do we care to reduce its overhead?

FWIW, years ago there was a GL screensaver program that rendered with an incomplete texture state and relied on correctly handling of that to produce the right image. That would hit the fallback texture code.

I notified the author of the program about the issue back then. In any case, I wouldn't worry about it.

-Brian

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