I'm new to multi-texturing, so I may just be missing an init of some sort...
When I bind a texture to position 0, I can see/modify/use my texture in my fragment shader after setting the following in my vertex shader:
gl_TexCoord[0] = gl_MultiTexCoord0
and, if I use the same texture data and try to bind it to texture position 1 (after building a different texture first) I would expect to see it in a similar manner:
gl_TexCoord[1] = gl_MultiTexCoord1
but I can't see my texture in this manner.
some background info: I am trying to use one image as texture0 and use a second texture map as a LUT to do window and leveling in the fragment shader.
But, it seems I can only see one texture at a time in the shader. Is it possible to use both gl_MultiTexCoord0 and gl_MultiTexCoord1 at the same time?



