multitexturing with glEvalMesh

Hi Guys,

I’m having a small problem with glEvalMesh.

I think Opengl3 will deprecate this but we’re still hanging tough at 1.4 and I doubt we’ll start programming 3.0 anything soon. Anyways I’m digressing.

I am trying to use multi-texturing with glEvalMesh and it doesn’t really seem to work.

Below is my code:

glMap2d( GL_MAP2_VERTEX_3,…, &ctrlpts[0]);

glMap2d( GL_MAP2_TEXTURE_COORD_2,…, &texpts[0][0][0]);

glEnable( GL_MAP2_TEXTURE_COORD_2 );
glEnable( GL_MAP2_VERTEX_3 );

GLint un = 20, vn = 20;

glMapGrid2d( un, u1, u2, vn, v1, v2 );

texture->Bind();
mask->Bind();

glEvalMesh2(GL_FILL, 0, un, 0, vn);

mask->Unbind();
texture->Unbind();

Only the mask seems to be bound to the mesh. Is there a way for me to ensure that both textures are bound to the mesh.

I’ve been on this for a while, so any help/hint/code would be greatly appreciated.

tnx! :slight_smile: