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Thread: strange problem about vertex array

  1. #1
    Junior Member Regular Contributor
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    Jan 2001
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    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?
    End of transmission...

  2. #2
    Senior Member OpenGL Pro sqrt[-1]'s Avatar
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    Jun 2002
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    Australia
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    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.

  3. #3
    Junior Member Regular Contributor
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    Jan 2001
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    Shanghai, China
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    Re: strange problem about vertex array

    omg, i messed up glClientActiveTextureARB with glActiveTextureARB thanks for pointing out that
    End of transmission...

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