// first pass
glActiveTextureARB(GL_TEXTURE1_ARB);
this->m_NormalMap.BindCubeMap();
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
this->m_NormalMap.Bind();
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
// now draw the vertices, textures, colors etc
....
// pass 2
glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// pass 2
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
// draw the vertices, texture and color info
.......
glDisable(GL_BLEND);
Bump mapping issues
Hey,
I am trying to do bump mapping. The bump mapping seems to work but on the 2nd pass the texturing does not work. If I disable only the drawing part of vertices and textures coordinates in the first pass but not the setting up of multitexturing and the disabling of it, the 2nd pass texturing works fine. This is how I am doing it. Otherwise it only shows the bump map.
Could anyone point out as what I may be doing incorrectly
Thanks
You probably set the DepthFunc to GL_LESS. For multipassing, you must set it to GL_LEQUAL. Also, why are you enabling both GL_TEXTURE_2D and GL_TEXTURE_CUBE_MAP_ARB for texture unit1? You just need cube texturing.
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