Cubemap error
Hello friends, I have the following problem to solve.
My scene consists of a 3D object that has a dynamic cubemap.
When I work with glBegin() glEnd() everything works fine but when I work with VBO, the Cubemap not draw.
glUseProgram (ProgramShader [j]);
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_NORMAL_ARRAY);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB (GL_TEXTURE0_ARB);
glBindBufferARB (GL_ARRAY_BUFFER_ARB, BufferTextur [j]);
glTexCoordPointer (2 GL_FLOAT, 0, 0);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture (GL_TEXTURE_CUBE_MAP_ARB, DynTexture);
glEnable (GL_TEXTURE_CUBE_MAP_ARB);
glClientActiveTextureARB (GL_TEXTURE1_ARB);
glBindBufferARB (GL_ARRAY_BUFFER_ARB, BufferTextur [j]);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer (2 GL_FLOAT, 0, 0);
glActiveTextureARB (GL_TEXTURE1_ARB);
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, NumeroDeTextura[M[j]->faces [0]. material].texID);
glEnable (GL_TEXTURE_2D);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferVertex[j]);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, BufferIndexs[j]);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferNormal[j]);
glNormalPointer(GL_FLOAT, 0, 0);
glDrawElements(GL_TRIANGLES,3*M[j]->nfaces,GL_UNSIGNED_SHORT,0);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB (GL_TEXTURE1_ARB);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB (GL_TEXTURE0_ARB);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
glActiveTextureARB (GL_TEXTURE0_ARB);
glDisable (GL_TEXTURE_CUBE_MAP_ARB);
glDisable (GL_TEXTURE_2D);
glActiveTextureARB (GL_TEXTURE1_ARB);
glDisable (GL_TEXTURE_2D);
glUseProgram (0);
What could be wrong?
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