I cant seem to get the textures to come out properly. The vertices and normals do but not the textures. im doing.
Application:
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, stride, m_pTMVertexArray[lTile][lMask] +0 );
glEnableClientState( GL_NORMAL_ARRAY );
glNormalPointer( GL_FLOAT, stride, m_pTMVertexArray[lTile][lMask] + 3 );
glClientActiveTextureARB(GL_TEXTURE0_ARB );
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D, m_pTextureIDsVertexArray[lTile][lMask][0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer( 2, GL_FLOAT, stride, m_pTMVertexArray[lTile][lMask] + 6 ); //use the modified one caues its 0- m_iSize
glClientActiveTextureARB(GL_TEXTURE1_ARB );
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D, m_pTextureIDsVertexArray[lTile][lMask][1]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer( 2, GL_FLOAT, stride, m_pTMVertexArray[lTile][lMask] + 8 ); //use
//render using a base texture and vertex info
glDrawArrays( GL_QUADS, 0, m_TMNumVertices[lTile][lMask] );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisable( GL_TEXTURE_2D );
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisable( GL_TEXTURE_2D );
//glClientActiveTextureARB(GL_TEXTURE2_ARB);
//glDisableClientState( GL_TEXTURE_COORD_ARRAY );
//glDisable( GL_TEXTURE_2D );
The shader goes like this…
uniform sampler2D RoamTex;
uniform sampler2D AlphaTexC1;
...
...
The result is a texture from another part of my program getting drawn,
Any ideas,?
Thanks