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Environment mapping using vertex arrays

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Hello, Using OpenGL, how do I do a multipass render with the first texture pass being a standard texture mapping and the second texture pass being a environment map? I have a vertex array, with an associated texCoordArray (+colours and normals, but thats irrelevant now) which I feed to GL using glDrawElements(). This all works. I can use the texCoordArray, or use let GL generate tex coords for environment mapping. NOW, how do I combine the two using single pass multitexturing without drawing twice and blending the second pass? Is it possible at all? Thanks for any help! Paul

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