I checked in a fix for this texturizer bug in r247. It still sets the
texture parameters each time, but at least it resolves the problem.

Thanks to all for help tracking this down!

-Casey

On Tue, Feb 16, 2010 at 9:19 PM, Mike Wyatt <[email protected]> wrote:
> Agreed.  The problem is that Lepton doesn't do that.  I'm guessing
> Casey will fix it when he has time, but in the meantime I'll just use
> my workaround.
>
> On Feb 16, 9:16 pm, Tristam MacDonald <[email protected]> wrote:
>> On Tue, Feb 16, 2010 at 9:49 PM, Mike Wyatt <[email protected]> wrote:
>> > You are probably right, but in this case it doesn't help.
>> > glBindTexture is never called before glTexParameter*() on the particle
>> > texture, unless it is the only thing being rendered.
>>
>> I think there is some confusion occurring here. To clarify:
>>
>> - You *must* bind the texture *before* setting any texture parameters.
>>
>> - Once you have set the texture parameters for a given texture object, they
>> will remain set (for that particular texture object).
>>
>> Generally, you set the texture parameters for a each texture exactly once,
>> right after creating the texture (and binding it, of course). Further
>> modifications to texture parameters are generally only required if you are
>> doing something tricky, such as streaming mipmaps.
>>
>> --
>> Tristam MacDonaldhttp://swiftcoder.wordpress.com/
>
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