Hello, fellows. I've noticed behavior of software rasterizer is slightly differs form most of hardware rendered implementations. At the moment I've tried it on several platforms (mesa/i945GM, fglrx and win32/nvidia) and software rasterizer of mesa. I'm focused to reduce excess OpenGL calls in my program due to eliminating unnecessary state changes. This also critical due to usage of python language. As a result I've found that I can use glDrawArrays to draw non-textured primitives even if glTexCoordPointer is binded to buffer (but glDisable(GL_TEXTURE_2D) and glBindTexture(GL_TEXTURE_2D, 0) was called before). It works fine on listed hardware platforms. But draws nothing with mesa software rasterizer. Is it possible to adjust behavior of mesa software rasterizer to closely match hardware renderers in this aspect? Thank you in advance, Roman.
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