Original Post
Hey, I tried to do some multitexturing. But my Problem is that it doesnt work. First i create a Display List with the mesh information: glVertexPointer(3, GL_FLOAT, sizeof(Graphics::SVertex), mesh->getVertices()[0].position); glNormalPointer(GL_FLOAT, sizeof(Graphics::SVertex), mesh->getVertices()[0].normal); Graphics::CGLExtManager::glActiveTexture(GL_TEXTURE0); glTexCoordPointer(2, GL_FLOAT, sizeof(Graphics::SVertex), mesh->getVertices()[0].uv); glEnableClientState(GL_TEXTURE_COORD_ARRAY); Graphics::CGLExtManager::glActiveTexture(GL_TEXTURE1); glTexCoordPointer(2, GL_FLOAT, sizeof(Graphics::SVertex), mesh->getVertices()[0].uv); glEnableClientState(GL_TEXTURE_COORD_ARRAY); .... Then in my render loop: CGLExtManager::glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, entity->ent_texid[j]); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); CGLExtManager::glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, entity->ent_lighttexid[j]); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); What i am doing wrong? Thanks for helping.