Hi,
After reading a bit in the red book I came to the understanding that you should use:
for (int i = 0; i < numTexturesUsed; i++)
{
glClientActiveTexture(GL_TEXTURE0 + i);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoordBuffer[i]);
}
To set up texture coordinate arrays in multitexturing.
But it seems like I have been mistaken…
The code doesn’t work as intended and if I use:
int numTextureUnits = 1;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &numTextureUnits);
for (int i = 0; i < numTextureUnits; i++)
{
glActiveTextureARB(GL_TEXTURE0_ARB + i);
int enabled = glIsEnabled(GL_TEXTURE_COORD_ARRAY),
}
Then all the texture units reports “enabled” even though I only have numTexturesUsed = 1.
Any help appreciated!
Thanks,
Peter