hi there !
hum, new problem with multitexturing (well i’m not sure about the problem though) :
i’m making a function that draw a cube, then texture or multitexture it. so far, alright
but there was the same texture on each face. To draw a room for instance, i needed a texture (or 2 or 3) for the walls and 2 or 3 for the floor, and then 2 or 3 for the ceiling.
but when i do so :
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, 1);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, 9);
glActiveTextureARB(GL_TEXTURE3_ARB);
glBindTexture(GL_TEXTURE_2D, 13);
(the 2 first are on the same face, and the third on on another) i lost the multitexture on the 2 tex wall, and i got nothing on the second face…
so i was asking if anything was wrong about using GL_TEXTURE3_ARB without using GL_TEXTURE2_ARB (though i wouldn’t really see why), or if anybody had an idea
thx a lot for your help - wizzo