Original Post
Hi there,
I''m experiencing a really weird problem...I''ve been playing with the point sprite & point parameters extensions just to came to the conclusion that there''s something wrong there.
After many tests, I''ve reduced the problem to this: "whenever I enable the point sprite extension (no matter where in the code) and start a begin/end block, the GL goes crazy with the texture coordinate generation".
So I''ve made a little program like this:
<..gl initialization...>
glEnable(GL_POINT_SPRITE_ARB);
glBegin(GL_POINTS);
glEnd();
glDisable(GL_POINT_SPRITE_ARB);
<..main program loop displaying textured polygons..>
Even if the little point sprite piece of code is executed once before I initialize my engine, Texture Unit 0 will keep generating crazy texcoord values and there''s no way to stop it...even disabling texgen, pushing and popping attribs before and after the point sprite code, NOTHING returns the GL back to the "normal" state.
More things to take into account:
* I make nothing but just enabling the extension, start a begin/end block that does nothing, and then disable the extension.
* I''m not enabling the GL_COORD_REPLACE_ARB, and I if I do its exactly the same
* If I just remove the glBegin/glEnd statements, then everything is OK
* If instead of using the begin/end approach I use arrays (glDrawArrays), then everything is OK but the point sprite extension just does not work and the points are rendered without being textured (even if the GL_COORD_REPLACE_ARB is enabled on TU0).
As it''s so easy to reproduce, even without doing "complex" things, I strongly feel it''s a driver problem...could it be?
I''m using an ATI 9700 Pro with Catalyst 4.3 drivers.
¿Has anyone experienced something like this?