Hi all!
My question is, how can lighting be enabled/disabled for texture units independently. I made a simple app and the rendering code is like following:
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_ADD);
glBegin(GL_QUADS);
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f);
glMultiTexCoord2f(GL_TEXTURE0,0.0f, 0.0f);
glMultiTexCoord2f(GL_TEXTURE1,0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glMultiTexCoord2f(GL_TEXTURE0,1.0f, 0.0f);
glMultiTexCoord2f(GL_TEXTURE1,1.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glMultiTexCoord2f(GL_TEXTURE0,1.0f, 1.0f);
glMultiTexCoord2f(GL_TEXTURE1,1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glMultiTexCoord2f(GL_TEXTURE0,0.0f, 1.0f);
glMultiTexCoord2f(GL_TEXTURE1,0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
{ additional quads }
glEnd();
Now it looks like lighting is only enabled for texture unit 0, and for unit 1 it isn’t. I tried to change mixing mode (eg. GL_REPLACE instead of GL_ADD), and it didn’t change the fact that there is no lighting for unit 1. I got the same result with VBO-s.
Anyone has an idea how I can enable lighting for unit 1?
Thank you in advance.