View Full Version : disable multitexturing after it has been enabled???
03-11-2003, 03:32 PM
when using 'glActiveTextureARB' to enable you to multitex your scene, what is the function to stop (or disable) the active texture.
How do I got back from multitexturing to normal texturing?
sorry for asking such a stupid quesion, I looked but couldn't find anything. Any demo out there didn't disable it since it was just a spinning cube???
Just disable the texture units you don't need. What you call normal texturing is nothing more than a special case of multitexturing, where only one texutre unit is enabled.
03-11-2003, 06:11 PM
ok, well would you mind sharing this function call with me?
All I have done up to now is just bind the textures, then I used multitexturing but I haven't encountered the call to disable it yet.
Thank you but please give me that little piece of magic code.
Thanks a lot in advance,
You disable it the same way you enable it, but with glDisable instead of glEnable.
03-12-2003, 03:57 PM
even if I do 'glDisable(GL_TEXTURE0_ARB)' everything in my scene that isn't suppose to be multitextured still screws up, some textures default to a black texture while others go dark and screw the texture coordinates.
Here is some pseudocode that I am attempting to run:
1) draw normal non-multitexed items
2) draw multitexed items
3) draw normal non-multitexed items (again)
Am I suppose to still keep using the texture coordinate system (when setting the texel locations on the texture) that I use for multitexturing 'glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f)' or can I go back to using the standard one 'glTexCoord2f(0.0f, 1.0f)'.
// tells opengl which TMU we want to work with
//and disable texuring from this.
Powered by vBulletin® Version 4.2.2 Copyright © 2016 vBulletin Solutions, Inc. All rights reserved.