Multitexturing problem

I’m having a weird multitexturing problem with opengl, it seems multitexturing is not working at all. I have tested rendering in both, immediate mode and with VBOs (just to discard that it wasnt multitexturing related). Both render nice when multitexture is disabled (I render only one of the textures). What im trying to do is to render a BSP level from quake 3… so I need multitexturing for implementing lightmaps.
Details: im using SDL plus glext.h and wglext.h
Here is my code initializing opengl 2.0 features.

GLExt.h (implemented from some tutorial, I added the multitexture part)
<div class=“ubbcode-block”><div class=“ubbcode-header”>Click to reveal… <input type=“button” class=“form-button” value=“Show me!” onclick=“toggle_spoiler(this, ‘Yikes, my eyes!’, ‘Show me!’)” />]<div style=“display: none;”>


#pragma once
// --- ogl.h ---
#define NO_SDL_GLEXT
#include "SDL_opengl.h"
#include <glext.h>
#include <wglext.h>

#pragma comment(lib,"opengl32.lib")

//----------------
// Program
extern PFNGLCREATEPROGRAMPROC glCreateProgram;
extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
extern PFNGLUSEPROGRAMPROC glUseProgram;
extern PFNGLATTACHSHADERPROC glAttachShader;
extern PFNGLDETACHSHADERPROC glDetachShader;
extern PFNGLLINKPROGRAMPROC glLinkProgram;
extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
extern PFNGLUNIFORM1IPROC glUniform1i;
extern PFNGLUNIFORM1IVPROC glUniform1iv;
extern PFNGLUNIFORM2IVPROC glUniform2iv;
extern PFNGLUNIFORM3IVPROC glUniform3iv;
extern PFNGLUNIFORM4IVPROC glUniform4iv;
extern PFNGLUNIFORM1FPROC glUniform1f;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
extern PFNGLUNIFORM2FVPROC glUniform2fv;
extern PFNGLUNIFORM3FVPROC glUniform3fv;
extern PFNGLUNIFORM4FVPROC glUniform4fv;
extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
extern PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f;
extern PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv;
extern PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv;
extern PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv;
extern PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;

// Shader
extern PFNGLCREATESHADERPROC glCreateShader;
extern PFNGLDELETESHADERPROC glDeleteShader;
extern PFNGLSHADERSOURCEPROC glShaderSource;
extern PFNGLCOMPILESHADERPROC glCompileShader;
extern PFNGLGETSHADERIVPROC glGetShaderiv;

// VBO
extern PFNGLGENBUFFERSPROC glGenBuffers;
extern PFNGLBINDBUFFERPROC	glBindBuffer;
extern PFNGLBUFFERDATAPROC	glBufferData;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;

//Multitexture (ADDED BY ME, MAYBE THESE FUNCTIONS AREN'T RIGHT??
extern PFNGLACTIVETEXTUREARBPROC glActiveTexture;
extern PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture;
extern PFNGLMULTITEXCOORD2FPROC glMultiTexCoord2f;

[/QUOTE]

GLExt.cpp

Click to reveal.. ]

#include "StdAfx.h"
#include "GLExt.h"

// Program
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLDETACHSHADERPROC glDetachShader = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUNIFORM1IVPROC glUniform1iv = NULL;
PFNGLUNIFORM2IVPROC glUniform2iv = NULL;
PFNGLUNIFORM3IVPROC glUniform3iv = NULL;
PFNGLUNIFORM4IVPROC glUniform4iv = NULL;
PFNGLUNIFORM1FPROC glUniform1f = NULL;
PFNGLUNIFORM1FVPROC glUniform1fv = NULL;
PFNGLUNIFORM2FVPROC glUniform2fv = NULL;
PFNGLUNIFORM3FVPROC glUniform3fv = NULL;
PFNGLUNIFORM4FVPROC glUniform4fv = NULL;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = NULL;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation = NULL;
PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f = NULL;
PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv = NULL;
PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv = NULL;
PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv = NULL;
PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = NULL;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation = NULL;
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform = NULL;

// Shader
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLDELETESHADERPROC glDeleteShader = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;

// VBO
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLBINDBUFFERPROC	glBindBuffer = NULL;
PFNGLBUFFERDATAPROC	glBufferData = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;

PFNGLACTIVETEXTUREARBPROC glActiveTexture = NULL;
PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture = NULL;
PFNGLMULTITEXCOORD2FPROC glMultiTexCoord2f = NULL;

void InitAPI()
{
      // Program
      glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
      glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
      glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
      glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
      glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
      glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
      glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
      glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
      glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
      glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
      glUniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
      glUniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
      glUniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
      glUniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
      glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
      glUniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
      glUniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
      glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
      glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
      glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
      glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
      glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
      glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)wglGetProcAddress("glVertexAttrib1fv");
      glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)wglGetProcAddress("glVertexAttrib2fv");
      glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)wglGetProcAddress("glVertexAttrib3fv");
      glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
      glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
      glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");

      // Shader
      glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
      glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
      glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
      glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
      glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");

      // VBO
      glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
      glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
      glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
      glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
 
      glActiveTexture = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTexture");
      glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)wglGetProcAddress("glClientActiveTexture");
      glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)wglGetProcAddress("glMultiTexCoord2f");
}

[/QUOTE]

And here is my rendering steps for VBOs.

Click to reveal.. ]

        glUseProgram(ECommon::shaderProgramsList->at(8));
	glUniform1i(glGetUniformLocation(ECommon::shaderProgramsList->at(8), "texture"), 0);
	glUniform1i(glGetUniformLocation(ECommon::shaderProgramsList->at(8), "lightMap"), 1);
	
        glActiveTexture(GL_TEXTURE0);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, pFace->textureID);
	
	glActiveTexture(GL_TEXTURE1);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, pFace->lightmapID);
	
	//Bind vertex + index buffers
	glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
	
	//Enable client states needed
	glEnableClientState(GL_VERTEX_ARRAY);
	glVertexPointer(3, GL_FLOAT, sizeof(float)*(3+2+2+3), BUFFER_OFFSET(pFace->startVertIndex * sizeof(float) * (3+2+2+3)));

	glClientActiveTexture(GL_TEXTURE0);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glTexCoordPointer(2, GL_FLOAT, sizeof(float)*(3+2+2+3), BUFFER_OFFSET(3*sizeof(float)+pFace->startVertIndex * sizeof(float)*(3+2+2+3)));
	

	glClientActiveTexture(GL_TEXTURE1);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glTexCoordPointer(2, GL_FLOAT, sizeof(float)*(3+2+2+3), BUFFER_OFFSET(5*sizeof(float) + pFace->startVertIndex * sizeof(float)*(3+2+2+3)));


	//Draw buffers
	glDrawElements(GL_TRIANGLES, pFace->numOfIndices, GL_UNSIGNED_INT,  BUFFER_OFFSET(pFace->startIndex*sizeof(int)) );

	
	glClientActiveTexture(GL_TEXTURE0);
	
	glActiveTexture(GL_TEXTURE1);
	glDisable(GL_TEXTURE_2D);
	
	glActiveTexture(GL_TEXTURE0);
	glDisable(GL_TEXTURE_2D);

	//Disable client states
	glClientActiveTexture(GL_TEXTURE1);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glClientActiveTexture(GL_TEXTURE0);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);

	glDisableClientState(GL_VERTEX_ARRAY);

[/QUOTE]</div>

Well that’s all. The problem seems to be when calling glActiveTexture, it just picks a random texture instead of the one I send via glBindTexture. I tested changing PFNGLACTIVETEXTUREARBPROC by PFNGLACTIVETEXTUREPROC (ARB /no ARB), I really dont know what’s the difference, also tried with GL_TEXTURE0_ARB instead of GL_TEXTURE0, etc.)
Well I hope its clear, this is my first post :).
PS: I have been here before reading some old posts, the forum looks nice !

Using fixed func or shaders? If the former, check your glTexEnvs.

Sorry, forgot that, Im using this basic shader:

Vertex program:


void main(void)
{
 gl_TexCoord[0] = gl_MultiTexCoord0;
 gl_TexCoord[1] = gl_MultiTexCoord1;
 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 
}

Fragment program:


uniform sampler2D texture;
uniform sampler2D lightMap;
void main (void)
{
   vec4 texval1 = texture2D(texture, vec2(gl_TexCoord[0]));
   vec4 texval2 = texture2D(lightMap, vec2(gl_TexCoord[1]));
   
   gl_FragColor = (texval1 * texval2);
}

I think the problem is related to glActiveTexture, or maybe I missed some line (or not in right order maybe?)
I have been trying to solve this for 3 days… maybe later when I go back to my house I upload some screenshots to show my problem, but as I said in the previous post, it seems Opengl is picking a random texture to draw the map when I enable multitexture. I just went out of ideas to solve this.
PS: sorry for my bad english.
ED: fixed texture names at fragment shader.

Noone has a clue about this?

I can’t see anything obviously wrong. If you’ve loaded buffer objects + textures correctly (including all mipmap levels etc), and you don’t have any extra code inserted in there that you haven’t shown that changes the bound texture before the draw call, then maybe you’re using the wrong calling conventions or something?

p.s. glEnable/glDisable(GL_TEXTURE_2D) is ignored when using shaders, the texture bound to the texture unit + target is used whether it is enabled or not. Also you’re using PFNGLACTIVETEXTUREARBPROC but PFNGLACTIVETEXTUREPROC would probably be more correct (although probably no difference in result).

Well, here are some pics. First without multitexturing:

With:

I dont get what is wrong really. Maybe some conflicts with SDL? The rest of the function pointers loaded seems to work properly :s
Im using a nvidia 9800gtx+ just to add something, multitexturing should work on it.
PS: Thanks for the glEnable/Disable(GL_TEXTURE_2D) info about shaders.

OMG I feel so stupid, the problem was, I was using as textureID, the index of a vector where the real texture ids where stored.
Well, Im really sorry about the whole thread. Thanks again for the help.