-
Junior Member
Regular Contributor
strange problem about vertex array
I was doing some debugging and find a strange error. I disabled client state of GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, GL_COLOR_ARRAY, and texture array of GL_TEXTURE0_ARB and GL_TEXTURE1_ARB at the very start of rendering. During rendering, i'll enable those I need. Strange thing is if I disable texture coord array on GL_TEXTURE1_ARB at that place by
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
i lost texture coord value input on GL_TEXTURE0_ARB by TEXTURE_COORD_ARRAY. all texture coord seems to be the same and i get only one texel over all the mesh.
I don't know if I have explained it clearly, does anyone have some idea about anything wrong here?
-
Senior Member
OpenGL Pro
Re: strange problem about vertex array
I think you meant to use glClientActiveTextureARB.
See here http://glintercept.nutty.org/Demo03/gliInterceptLog.xml
For a log example of using multi tex coords.
-
Junior Member
Regular Contributor
Re: strange problem about vertex array
omg, i messed up glClientActiveTextureARB with glActiveTextureARB
thanks for pointing out that
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules