Thread with 3 posts
jump to expanded postthe OpenGL state machine rabbit hole goes so deep, I wonder how gamedevs ever managed to survive it
I just had to figure out precisely what the differences between glClientActiveTexture(), glActiveTexture() and glBindTexture() areβ¦
OpenGL would actually be a nice graphics API for most uses if it just didn't have the goddamn state machine. an extra parameter is always better than an extra state variable