hi, hopefully someone out there can help me
first problem is with GeForce2 (and thinking about it, TNT2 as well), here’s basically what I do
disable blending
set texture env mode to modulate
bind 1st texture
draw a quad using glBegin( GL_TRIANGLE_STRIP ) and glVertex (yes, it’s a crap way of doing things, but I just want the texturing to work!)
glEnd
enable blending
set blend func to anything, anything
bind texture 2
draw the same quad
so this should give me a nice multipassed quad, right ? oh no…on Voodoo5 it works fine, on GeForce, as soon as I bind the second texture it makes the first pass just render a vertex colored quad. by “as soon as” I mean, even if I don’t draw the quad the second time, just binding the texture causes things to screw up…very bizarre…
my second problem is with Win2K…I can’t seem to get a render context…I do everything the same as I do in Win98, but it just returns NULL when I do the create context call (everything else works up to that point)
here’s the order in which I do things…oh, and it’s windowed just in case that makes a difference…
// I do this to match my OGL render depth to the current desktop depth
EnumDisplaySettings( NULL, ENUM_CURRENT_SETTINGS, &devMode );
HDC hdc = GetDC( hWnd );
choose pixel format
set pixel format
wglCreateContext oh no you don’t
wglMakeCurrent
as I said, it all works fine under Win98, but I guess I could be forgetting something that Win2K gets whiny about…
thanks for any help…