I’m using glDrawElements to render a multitextured mesh. Each texture is RGBA format and both textures blends ok, but the result does not blend with the rest of the scene. What’s wrong?
Try with a single texture in RGBA format:
GL.glActiveTextureARB( GL_TEXTURE0_ARB );
GL.glClientActiveTextureARB( GL_TEXTURE0_ARB );
GL.glEnableClientState( GL.GL_TEXTURE_COORD_ARRAY );
GL.glTexCoordPointer( 2, GL.GL_FLOAT, 0, TexureCoords[ 0 ] );
GL.glBindTexture( TextureID );
GL.glDrawElements( GLMode, VerticesIndex.Length, GL.GL_UNSIGNED_INT, VerticesIndex );
thanks