I’m using the above extension to do my own vertex stuff. But somehow I have a problem with my textures: If I am using my vertex program, on the final image is then only the texture with the first glBindTexture-call displayed correctly. All other objects, which have another texture are drawn in plain white.
Hmmm…I really don’t know what I am doing wrong. In my vertex program I just take the input texture coord and write it to the output texture coord. I do not use any texture coordinate generation, so this should be enough.
But as mentioned above, only the first texture (the first glBindT.-call) is mapped correctly.
There should be something wrong with my vertex shader, because when I do not use my vertex program all stuff is rendered correctly.
Thanks!!!
BTW: The vertices and texture coordinates are stored in display lists.
[This message has been edited by A027298 (edited 01-08-2003).]
ok, please disregard the posting above. It’s been solved.
Another question: Is it possible to use a vertex program to do for example only my own vertex transformations but let the rest like lighting calculations doing OpenGL?
Originally posted by A027298: Is it possible to use a vertex program to do for example only my own vertex transformations but let the rest like lighting calculations doing OpenGL?
No, the entire transform & lighting stage of the pipeline is bypassed by a vertex program.