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ClientActive and TexCoordPointer (solved)

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Below is my case. Once I bind the 2nd set of multi texture coordinates, the first ones are all 0. The 2nd set does still work though. I have NO idea what this could be. Do I typically need to do glActiveTexture/ glEnable, glBind? I have no idea why it would screw up the data before it. glClientActiveTexture(GL_TEXTURE1); glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*duplicated_number_verts)); glClientActiveTexture(GL_TEXTURE2); glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*4*duplicated_number_verts)); *Solution* Client States are per-texture unit. glClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*duplicated_number_verts)); glClientActiveTexture(GL_TEXTURE2); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*4*duplicated_number_verts)); [Edited by - dpadam450 on June 23, 2009 3:01:20 AM]

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