Something wicked is going on in this crazy world : )
why would a glBindTexture affect a simple
glBegin(GL_POINTS)
glVertex2d(…);
.
.
.
glEnd();
in a way that that the points simply aren´t renderized ??
Problem 2-
it also happens that no matter what initialization i do …one section of GL_QUADS is not texturized … i set up the multitexturing enviroment with (i.e for 2 texture units)
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D,Texture[0]);
glEnable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D,Texture[1]);
glEnable(GL_TEXTURE_2D);
and for the texture renderization i use the oldie
glMultiTexCoord2fARB or glMultiTexCoord2fvARB
so my friends …what could be wrong ??
ohh and yes i´m using flTexGen and glTexParam and stuff to correct generate the textures …
help me please : )