Jump to content
  • Advertisement
Sign in to follow this  
PenguinGLX

Multitexture Confuse

This topic is 4064 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_Texture_2D); glMultiTexcoord2fARB(GL_TEXTURE0_ARB,0,0); glVertex3f(10,10,0); ..... .... glDisable(GL_TEXTURE_2D); glTexCoord2f(0,0); glVertex3f(20,20,0); Do you know that I wanna Disable TEXTURE0 or Disable Texture MODE? Does it make sense if I put glDisable right after glActive... ,I guess that thanks

Share this post


Link to post
Share on other sites
Advertisement
Calling glDisable(GL_TEXTURE_2D) will disable the currently active texture unit (in your example, that would be GL_TEXTURE0_ARB). If you want to disable a different texture unit, make that one active by calling glActiveTextureARB first. Once you call glDisable(GL_TEXTURE_2D), don't expect texturing to work on that unit. It is possible to have some units enabled and others disabled at the same time.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!