Ok, thanks, but it still doesn’t work. I have two versions of the code, which I guess are equivalent, and both yield the same wrong result
version #1:
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,IDTEX1);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,IDTEX2);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
version #2:
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,IDTEX1);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,IDTEX2);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_EXT,GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB_EXT,GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_RGB_EXT,GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND0_RGB_EXT,GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND1_RGB_EXT,GL_SRC_COLOR);
In both cases the first texture is displayed, as if there was no multitex. Am I missing something? do i need to initialize anything for this to work? I’m using a TNT2 Ultra, which should have no problem painting this… i’m quite desperate…