Hello, i try to use Vertex Arrays With Multitexture extension, but don’t work it.
my source code…
Start up function ( Only once, at the begin of my app )
//Load TextureFile1 ( some code )
glGenTextures(1,&ntexture[0]);
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, ntexture[0]);
glEnable (GL_TEXTURE_2D);
glTexImage2D(GL_TEXTURE_2D, 0,3, 256, 256, 0,GL_BGR_EXT, GL_UNSIGNED_BYTE,sprite);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP);
I repeat this code for texturefile2 changing …TEXTURE0… by …TEXTURE1… and ntexture[0] by ntexture[1].
( this parts seems ok, because in non multitexture mode, no problems produce )
glEnable (GL_TEXTURE_2D);
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
RenderFunction
glActiveTextureARB (GL_TEXTURE0_ARB);
glClientActiveTextureARB (GL_TEXTURE0_ARB);
glTexCoordPointer (2,GL_FLOAT,0,na);
glVertexPointer (3,GL_FLOAT,0,va);
glActiveTextureARB (GL_TEXTURE1_ARB);
glClientActiveTextureARB (GL_TEXTURE1_ARB);
glTexCoordPointer (2,GL_FLOAT,0,na);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, indices );
glActiveTextureARB (GL_TEXTURE0_ARB);
glClientActiveTextureARB (GL_TEXTURE0_ARB);
glTexCoordPointer (2,GL_FLOAT,0,na);
glVertexPointer (3,GL_FLOAT,0,va);
glActiveTextureARB (GL_TEXTURE1_ARB);
glClientActiveTextureARB (GL_TEXTURE1_ARB);
glTexCoordPointer (2,GL_FLOAT,0,na);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, indices );
… ;-( ;-( i render all balck ;-( ;-(
I don’t understand the diferences between alActive… and glClientActive… functions. May be this is the problem of my render function.
Thanks All.