glActiveTextureARB( GL_TEXTURE0_ARB );
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[95].texID); // this is the first texture to rotate
glActiveTextureARB( GL_TEXTURE1_ARB );
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, heat_effect_textures[heat_texture_counter].texID); // this is the second one
cgGLBindProgram( g_CGprogram_vertex );
cgGLBindProgram( g_CGprogram_pixel );
cgGLEnableProfile( g_CGprofile_vertex );
cgGLEnableProfile( g_CGprofile_pixel );
cgGLEnableTextureParameter( g_CGparam_testTexture );
cgGLSetTextureParameter( g_CGparam_testTexture, VolumeTexture1 );
cgGLEnableTextureParameter( g_CGparam_testTexture2 );
cgGLSetTextureParameter( g_CGparam_testTexture2, BlurTexture);
cgGLEnableTextureParameter( g_CGparam_testTexture3 );
cgGLSetTextureParameter( g_CGparam_testTexture3, textures[30].texID);
glBegin(GL_TRIANGLE_STRIP);
glMultiTexCoord2fARB( GL_TEXTURE0_ARB,fTexMul4x * (x+ quad_ext)+x_tex,y_tex+ fTexMul4y * (y + quad_ext+quad_ext_sub)-.19);
glMultiTexCoord2fARB( GL_TEXTURE1_ARB,fTexMul4x * (x+ quad_ext)+x_tex,y_tex+ fTexMul4y * (y + quad_ext+quad_ext_sub)-.19);
glVertex2f(x, y+quad_ext_sub-82);
glMultiTexCoord2fARB( GL_TEXTURE0_ARB,fTexMul4x * (x+ quad_ext)+x_tex, y_tex+ fTexMul4y * (y+quad_ext)-.19);
glMultiTexCoord2fARB( GL_TEXTURE1_ARB,fTexMul4x * (x+ quad_ext)+x_tex, y_tex+ fTexMul4y * (y+quad_ext)-.19);
glVertex2f(x, y-82 );
glEnd();
glActiveTextureARB( GL_TEXTURE1_ARB );
glDisable(GL_TEXTURE_2D);
glActiveTextureARB( GL_TEXTURE0_ARB );
cgGLDisableTextureParameter( g_CGparam_testTexture );
cgGLDisableTextureParameter( g_CGparam_testTexture2 );
cgGLDisableTextureParameter( g_CGparam_testTexture3 );