Do you have that test, that u tried? If so, could you send me it?
This is a part of my code, but I don’t know, where I have mistake
void Init()
{
nvparse(
"!!RC1.0
"
"out.rgb = tex3;
"
);
nvparse_print_errors(stderr);
signed_normalmap.new_list(GL_COMPILE);
nvparse(
"!!TS1.0
"
"texture_2d();
"
"dot_product_2d_1of2(tex0);
"
"dot_product_2d_2of2(tex0);
"
"texture_2d();
"
);
nvparse_print_errors(stderr);
signed_normalmap.end_list();
}
void render()
{
glEnable(GL_TEXTURE_SHADER_NV);
glEnable(GL_REGISTER_COMBINERS_NV);
glActiveTextureARB( GL_TEXTURE0_ARB );
normals_byte.bind();
glActiveTextureARB( GL_TEXTURE3_ARB );
glBindTexture(GL_TEXTURE_2D, decal.GetId());
glEnable(GL_TEXTURE_2D);
signed_normalmap.call_list();
glBegin(GL_QUADS);
// cut–begin
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0,0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0,0);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0,0);
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 0,0);
glVertex2f(-1,-1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0,1);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0,1);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0,1);
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 0,1);
glVertex2f(-1, 1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1,1);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1,1);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 1,1);
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 1,1);
glVertex2f( 1, 1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1,0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1,0);
glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 1,0);
glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 1,0);
glVertex2f( 1,-1);
// cut–end
glEnd();
glutSwapBuffers();
}