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multitexturing and tex coordinate pointer?
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yep, it works
im using it in my "yet another quake3 loader"
heres some code from the engine to get u started:
im using it in my "yet another quake3 loader"
heres some code from the engine to get u started:
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(2, GL_FLOAT,Size, &GetBuffer()->m_RenderData[0].TextureCoords);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_FLOAT,Size, &GetBuffer()->m_RenderData[0].LightMapCoords);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
quote:
Original post by Basiror
and that works?
cause there is an extra function for specifying texture coordinates with ARB in the name
yes u might need to add ARB or EXT etc for certain things but stuff like multitexture which has been added to opengl (since 1.3) theres no need to add the ARB eg GL_TEXTURE1_ARB if u have the headers u can use GL_TEXTURE1 (cause theyre both defined as the same number)
http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html
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