SDL keeps crashing when I use multitexturing.
Here is a code segment:
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
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glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress(“glActiveTextureARB”);
glClientActiveTextureARB= (PFNGLCLIENTACTIVETEXTUREARBPROC) wglGetProcAddress (“glClientActiveTextureARB”);
glActiveTextureARB(GL_TEXTURE0_ARB);
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glActiveTextureARB(GL_TEXTURE0_ARB);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, 2);
glActiveTextureARB(GL_TEXTURE1_ARB);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, 1);
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f); <- crashes on this call.
I’m useing the newest sdl under windows 2000 with a geforce2.
Thanks for any inseight anyone can provide.