Blue is the background color. 1st texture is white with alpha having a white gradient point in center, 2nd is green with black alpha.
And now for the code for loading image:
void GLTexture::LoadBMP(char *name1, char *name2)
{
AUX_RGBImageRec *TextureImage[2];
memset(TextureImage,0,sizeof(void *)*2);
TextureImage[0] = auxDIBImageLoad(name1);
TextureImage[1] = auxDIBImageLoad(name2);
width = TextureImage[0]->sizeX;
height = TextureImage[0]->sizeY;
width_mult = TextureImage[1]->sizeX;
height_mult = TextureImage[1]->sizeY;
glGenTextures(2, texture);
for(int i=0; i<2; i++){
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, TextureImage->sizeX, TextureImage->sizeY, GL_RGBA, GL_UNSIGNED_BYTE, TextureImage->data);
}
for(int i=0; i<2; i++){
if (TextureImage)
{
if (TextureImage->data)
free(TextureImage->data);
free(TextureImage);
}
}
}
then before glBegin(GL_QUAD); i call:
void GLTexture::Use()
{
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture[1]);
}
when i set gluBuild2DMipmaps back to GL_RGB everything seems to work ok, i can se 2 textures blending.