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M/\dm/\n
10-28-2002, 11:40 PM
I am using single and multi textured objects in my app, but as soon as I enable multitexturing I have to write all that ARB stuff to objects that uses only one texture, to get desired results. Does that mean I can't use simple glTexCoord if I've enabled multitexturing?

kaysoft
10-29-2002, 12:08 AM
I've read your question fast, but if I got it right, then you must call glDisableActiveTextureARB (or something like that).

Leyder Dylan
10-29-2002, 09:18 AM
If you've enabled multitexturing, use the ARB routine instead of taking the normal routine.

Like this :

glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f);