dual projected texturing via multitexture on GF2

sorry for my english

have a problem

how can i correctly use two projected textures (from different points) in 1 pass via multitexture on gf2?
I tried to do it, bat have problems - works not correct…
if i use 1 projected texture (for example on unit 0) and 1 cube (or sphere)(on unit 1) - all works good…
multipass works good too…
HELP SOMEBODY!
if needed i can post parts of code…

Do you change to the current texture unit (glActiveTexture(…) ) when putting the projection matrix on the texture matrix stack and defining the texgen planes?

kon

kon
code for projector(similar to lst version - can-t send last now):

//////header
#include “FastMath.h”
#include “vector3d.h”
struct TTexProj
{
Vector3<float> Position,ViewPoint,Direction,UPP;
float aspect,Near,Far,angle;
bool Started;
void SetPerspective(float HorAngle,float Aspect,float ZNear, float ZFar);
void SetLook(Vector3<float> From, Vector3<float> To, Vector3<float> Up);
void Restore();
void Look();
void SetAnchor(float DefCoeff);
void SetAnchor();
TTextProj()
{
Started=false;
}
};
// implimentation
#include “TextProjector.h”
#include <math.h>

#include <gl\gl.h>
#include <gl\glu.h>

void TTexProj::SetPerspective(float HorAngle, // - óãîë çðåíèÿ ïî ãîðèçîíòàëè â ãðàäóñàõ
float Aspect, // - îòíîøåíèå âåïð. ðàçìåðà îêíà ê ãîðèçîíòàëüíîìó
float ZNear, //
float ZFar) //

{
aspect=Aspect;/// - îòíîøåíèå âåðòèêàëè ê ãîðèçîíòàëè
angle= HorAnglesqrt(1+aspectaspect);
Near=ZNear;
Far=ZFar;
}
//---------------------------------------------------------------------------
void TTexProj::SetLook(Vector3<float> From, Vector3<float> To, Vector3<float> Up)
{Vector3<float> a;
Position=From;
ViewPoint=To;
Direction=To-From;
Direction.Normalize();
UPP=Up;
}
//---------------------------------------------------------------------------
void TTexProj::Look()
{
int oldmatrix;
glGetIntegerv(GL_MATRIX_MODE,&oldmatrix);

glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();

glTranslatef(0.5,0.5,0);
glScalef(0.5,0.5,1);

gluPerspective(angle,1/aspect,Near,Far);
gluLookAt(Position.component[0],
Position.component[1],
Position.component[2],
ViewPoint.component[0],
ViewPoint.component[1],
ViewPoint.component[2],
UPP.component[0],
UPP.component[1],
UPP.component[2]);
glMatrixMode(oldmatrix);

glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);

Started=true;
}
//---------------------------------------------------------------------------
void TTexProj::Restore()
{
if(Started)
{
int curm;
glGetIntegerv(GL_MATRIX_MODE,&curm);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(curm);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
Started=false;
}
}
//---------------------------------------------------------------------------
void TTexProj::SetAnchor()
{
GLfloat Splane[] = {1,0,0,0};
GLfloat Tplane[] = {0,1,0,0};
glTexGenfv(GL_S,GL_EYE_PLANE,Splane);
glTexGenfv(GL_T,GL_EYE_PLANE,Tplane);
}
//--------------------------------------------------------------------------
void TTexProj::SetAnchor(float DefCoeff)
{
GLfloat Splane[] = {1,0,DefCoeff,0};
GLfloat Tplane[] = {0,1,DefCoeff,0};
glTexGenfv(GL_S,GL_EYE_PLANE,Splane);
glTexGenfv(GL_T,GL_EYE_PLANE,Tplane);
}
/// -sorry comments in russian
in last version i added support for NV_Rectangle textures

in code where problems it looks like:

glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(texture1tipe);
glBindTexture(texture1tipe,texture1);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE);

RefrProjector.SetPerspective(CamAngle2,1/Aspect2,ZNEAR,ZFAR);
RefrProjector.SetLook(RefrPos,Zero,Up);
RefrProjector.SetAnchor(-2);
RefrProjector.Look();

glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(texture2tipe);
glBindTexture(texture2tipe,texture2);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);

Projector.SetPerspective(CamAngle,1/Aspect,ZNEAR,ZFAR);
Projector.SetLook(Down,Zero,Up);
Projector.SetAnchor(3);
Projector.Look();

glDrawElemens(GL_TRIANGLE_STRIP,Elements.GetSize(1),GL_UNSIGNED_INT,Elements.GetAddr());

Projector.Restore();
glDisable(texture2tipe);

glActiveTextureARB(GL_TEXTURE0_ARB);
RefrProjector.Restore();
glDisable(texture1tipe);

/////////

if i use for example cube texturing (reflection_arb) for one of units (with changing texture matrix, pushing and poping it) - all works good…

[This message has been edited by cad_andry (edited 04-19-2002).]

are nobody have no answer?