Is it possible to read out the currently activated texture unit?
It seems, that using DisplayLists changes this state, even though I didn't include this state change in the DL. So my state caching is messed up and I have to (unnecessarily) force TU-selection before I bind a texture.
I didn't find a getter function for that.
And another related question:
When do I have to call glActiveTexture() and when glClientActiveTexture()? It seems, that glActiveTexture() has to be called before a texture us bound. But I didn't find any docu about when I have to call the client method. So I always call both of them to ensure, everything will work, which is of course not the most high performance way.
Marvin