Original Post
GL_TEXTURE0 is a grass texture for the valleys, GL_TEXTURE1 is a rock texture for the mountains, and GL_TEXTURE2 is the grayscale heightmap that I want to use to interpolate the textures. The blending is working but for some reason it is also applying the grayscale heightmap as a texture instead of just using it to control the blending of the other two textures. Any ideas?
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, 13);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 11);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE0);
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE2 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR );
glActiveTexture( GL_TEXTURE2 );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, 10 );