I have model assets that are untextured and I am tired of rendering them as black without lighting. This is because if texture id 0 is bound and I ask the sampler it tells me its black. Later leading to 0 * lighting making the entire object black without lighting. Ideally I would like it colored, materialed and lit, ( which will happen if we don't multiply it by 0 )
I have considered using a uniform
flag and toggling it per object, but I was hoping for a simpler higher performing way if we need partially textured assets later.
I have also though of binding a white texture pushing a white pixel and setting it to wrap for instance, but this seems like "Chi Ting".
Note. A valid texture may return black so we can't just ignore black texture reads. well, we could, but it wouldn't look good. Currently we aren't using any buffer objects, just the deprecated glBegin()
glEnd()
method with display lists.
Any other ideas would be appreciated.