Hey guys,
I am rendering a terrain using cva and multitexturing it. Any ideas why the second texture doesn’t seem to show? Thanks in advance
if (glLockArraysEXT)
{
glLockArraysEXT(…);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertex);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_FLOAT, 0, color);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_INDEX_ARRAY);
glDisableClientState(GL_EDGE_FLAG_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB );
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture1);
glClientActiveTextureARB(GL_TEXTURE1_ARB );
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB,2);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(2, GL_FLOAT, 0,texCoord1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_FLOAT, 0,texCoord2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for (…)
{
glDrawElements(…);
}
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
if (glUnlockArraysEXT)
glUnlockArraysEXT();
[This message has been edited by owcs (edited 06-17-2002).]
[This message has been edited by owcs (edited 06-17-2002).]