Multiple cube maps

I’m assuming it’s possible to have multiple cube maps?

So, if I bind a texture id to:
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, texture_id1 );

Then load all the cube maps:
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB …
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB

I can do it again with another texture id?

glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, texture_id2 );
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB …
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB

etc…

[This message has been edited by gator (edited 07-12-2003).]

Of course you can, why not? That’s like saying you can only have one TEXTURE_2D per program, just doesn’t make sense.

BTW, this was not advanced at all. This better belonged in the beginner forum.

-SirKnight

[This message has been edited by SirKnight (edited 07-12-2003).]

I disagree, I wouldn’t classify working with cube maps as stuff for beginners,
but thanks for the answer.

What is so advanced or hard about working with cubemaps? It’s no more than 6 textures setup together to make a cube. Wow. I’m quite sure the other advanced graphics coders in here would agree with me. Now maybe if you were doing some advanced lighting algorithm using them and had a quesiton about that. But just binding them is quite beginner. I usually don’t consider things that are explained in the redbook or any other learn opengl book advanced. Maybe a few things in the redbook can be considered advanced but most things are basic opengl.

-SirKnight