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Multitexturing

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Hey, What''s wrong with this? It''s only showing texture0_arb... Code -> GLfloat bVertices[] = { x - bWidth, y - bHeight, z - bLength, x + bWidth, y - bHeight, z - bLength, x + bWidth, y + bHeight, z - bLength, x - bWidth, y + bHeight, z - bLength, x - bWidth, y - bHeight, z + bLength, x - bWidth, y + bHeight, z + bLength, x + bWidth, y + bHeight, z + bLength, x + bWidth, y - bHeight, z + bLength, x - bWidth, y - bHeight, z + bLength, x + bWidth, y - bHeight, z + bLength, x + bWidth, y - bHeight, z - bLength, x - bWidth, y - bHeight, z - bLength, x - bWidth, y + bHeight, z + bLength, x - bWidth, y + bHeight, z - bLength, x + bWidth, y + bHeight, z - bLength, x + bWidth, y + bHeight, z + bLength, x - bWidth, y - bHeight, z - bLength, x - bWidth, y + bHeight, z - bLength, x - bWidth, y + bHeight, z + bLength, x - bWidth, y - bHeight, z + bLength, x + bWidth, y - bHeight, z - bLength, x + bWidth, y - bHeight, z + bLength, x + bWidth, y + bHeight, z + bLength, x + bWidth, y + bHeight, z - bLength }; GLfloat bTexCoords[] = {0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f }; glEnable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, bVertices); glClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(2, GL_FLOAT, 0, bTexCoords); glClientActiveTextureARB(GL_TEXTURE0_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glActiveTextureARB(GL_TEXTURE0_ARB); glBindTexture(GL_TEXTURE_2D, skyBoxTextures[0]); glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glClientActiveTextureARB(GL_TEXTURE1_ARB); glTexCoordPointer(2, GL_FLOAT, 0, bTexCoords); glClientActiveTextureARB(GL_TEXTURE1_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glActiveTextureARB(GL_TEXTURE1_ARB); glBindTexture(GL_TEXTURE_2D, skyBoxMTextures[0]); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glDrawArrays(GL_QUADS, 0, 24); glActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); }

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