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Caste

OpenGL Texture Matrix and TexGen with Multitexturing?

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Hey folks, I was playing around with projective texturing and shadow mapping and wanted to do it more efficiently by merging several render passes. So now I'm unsure about that: does every Texture Unit have its own Texture matrix? and if you change to .. lets say unit 3 and generate texture coordinates there? Does OpenGL internally pass these as if using glMultitexCoord / glClientActiveTextureARB && glTexCoordPointer ? Thx [Edited by - Caste on March 3, 2008 2:55:43 PM]

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Yes each unit has its own texture matrix, and you would access this matrix in GLSL via the VS with gl_TextureMatrix[3] and do what you want to with it.

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