View Full Version : Vertex arrays and multitexturing (texcoordinates..)
12-02-2002, 12:57 PM
I am playing with vertex arrays and since my texture manager supports multitexturing, I thought it is cool to try it out with VA. However, I dont know how to set multitexture coordinates for the vertex arrays using glTextureCoordPointer. Should I set the active texture arb and then update the texturecoordptr or what?
I am confused here. Can someone make this clear to me?
12-02-2002, 05:12 PM
Originally posted by kaysoft:
However, I dont know how to set multitexture coordinates for the vertex arrays using glTextureCoordPointer. Should I set the active texture arb and then update the texturecoordptr or what?
I think 'ClientActiveTexture' is what you're looking for. Look on page 25 in the OpenGL 1.4 spec.
12-03-2002, 12:42 AM
All right, that must be it. *running through the pdf*
12-03-2002, 01:22 AM
It almost solved the problem, but I have another one now. http://www.opengl.org/discussion_boards/ubb/frown.gif
The first texture is mapped correctly, but the other one makes the whole quad look more gray. The texture coordinates are coorect, but I had to swap them from what I had without using vertex arrays, why?
Anyway, when I bind the texture, i set the active texture unit to the correct one, so what is it?
12-03-2002, 03:54 AM
Have you tried disabling multitexturing after every render? I found that not doing this would create weird problems.
just my 2cents :P
12-03-2002, 07:57 AM
No, that didnt solve it. Are there any examples using vertex arrays and multitexturing on the net?
12-03-2002, 08:02 AM
A Google search on "opengl vertex array multitexture" turned up this link:
The second tutorial down uses vertex arrays and multitexturing, perhaps it will help you.
12-03-2002, 08:15 AM
Thanks a lot!
Powered by vBulletin® Version 4.2.3 Copyright © 2017 vBulletin Solutions, Inc. All rights reserved.