There should actually be a setter for these to be called from all the immediate functions.
Later:
Done.
However, not all functions are tracked yet, also when the game is between glBegin / glEnd without a shader it should probably pass the native function through (but still punch through values too). With a shader the generic attributes have to be forwarded.
Marking critical as this could lead to missing objects etc. (attributes bad in glBegin / glEnd)
See
attrib_values
inactivateAttributes
.There should actually be a setter for these to be called from all the immediate functions.
Later:
Done.
However, not all functions are tracked yet, also when the game is between glBegin / glEnd without a shader it should probably pass the native function through (but still punch through values too). With a shader the generic attributes have to be forwarded.
Marking critical as this could lead to missing objects etc. (attributes bad in glBegin / glEnd)