Reputation: 46820
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)?
Upvotes: 0
Views: 1082
Reputation: 5694
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.
Upvotes: 1