Original Post
hey folks, do you know weather mutlitexturing allows for multiple texture matrices to be set? can i switch the texture matrix between those calls? glLoadIdentity(); glTranslatef(1.0f, 1.0f, 0.5f); glMultiTexCoord2fARB(GL_TEXTURE0_ARB, s0, t0); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef(2.0f, 2.0f, 2.0f); glMultiTexCoord4fARB(GL_TEXTURE1_ARB, s1, t1, r1, q1); will there be different texture matrices in the shader? I tried to implement a modelloader for 3ds and the texture-coodinates are always between 0..1 and the textures gets scaled. or is it better to have different texture-coordinate-arrays to look up with modified texcoords? thanx zqueezy