Shadow map problems...

I’ve been trying to compute my texture coordinates for shadow mapping by setting the following matrix on the texture matrix stack:

ScaleBias * Projection * View * Model * v

The problem I’m having is that the texture matrix is behaving differently than the modelview matrix. I decided to try to compare rendering normally using the modelview matrix, and the texture matrix.

This works:


        // Associated vertex shader is gl_Position = gl_ModelViewMatrix * gl_Vertex;
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glMultMatrixf(Projection);
	glMultMatrixf(View);
	glMultTransposeMatrixf( trackball.GetMatrix() );
        glutSolidTeapot(3.0f);

This only seems to apply the trackball matrix:


        // Associated vertex shader is: gl_Position = gl_TextureMatrix[0] * gl_Vertex;
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMultMatrixf(Projection);
	glMultMatrixf(View);
	glMultTransposeMatrixf( trackball.GetMatrix() );
        glutSolidTeapot(3.0f);

Is there something special about the texture matrix?