I’m working with a large existing engine (that I didn’t write), and at a certain point in the code, the following occurs on one of the texture units:
glEnable(GL_TEXTURE_2D) is set
glEnableClientState(GL_VERTEX_ARRAY) is set
glDrawElements() is called
glEnableClientState(GL_TEXTURE_COORD_ARRAY) is NOT set
glEnable(GL_TEXGEN_S/T) is NOT set
This is technically valid as far as I know; I think gl will just use the last coordinates set by glTexCoord for each vertex that is drawn. But this won’t give useful results will it? Is there any good reason for the above state to be set, or is the engine just being stupid?