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Thread: glActiveTexture failing

  1. #1
    Intern Contributor
    Join Date
    Jun 2003
    Location
    Burlington VT US
    Posts
    53

    glActiveTexture failing

    I've been having trouble with multi texturing on Mac.

    I have an active context. GL_ARB_multitexture is supported.
    I'm not exceeding the count returned with GL_MAX_TEXTURE_UNITS_ARB.
    But no matter what I pass to glActiveTextureARB the active texture (retrieved with GL_ACTIVE_TEXTURE_ARB) remains GL_TEXTURE0_ARB.

    Same code works fine on Windows. Is there something extra I need to do on Mac?

    I'm using 10.3.1 with a Radeon 9700

  2. #2
    Intern Contributor
    Join Date
    Jun 2003
    Location
    Burlington VT US
    Posts
    53

    Re: glActiveTexture failing

    For the love of MetroWerks.

    Turns out that
    Code :
    glActiveTexture( GL_TEXTURE0_ARB + idx );
    does not equal:
    Code :
    GLint unit = GL_TEXTURE0_ARB + idx;
    glActiveTexture( unit );
    who knows what they're smoking at Metrowerks. But now at least I'm getting both textures in my shader.

    Now I just have to figure out why my cubemaps don't work on Mac...

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