Original Post
I am currently utilizing ARB shaders and to specify texture coordinates for each texture unit. I use glClientActiveTextureARB( GL_TEXTURE_ARB ) So the problem that is happening is that the last texture unit that I’m binding to is set to the primary GL_TEXTURE0 texture unit. Any ideas on why this is happening?
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, m_pTexCoords);
glBindTexture(GL_TEXTURE_2D, m_iTex0);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, m_pTexCoords);
glBindTexture(GL_TEXTURE_2D, m_iTex1);