active texture unit and tex matrix?

does glActiveTextureARB(GL_TEXTURE0_ARB);


ie. i want texture0 to have no texture matrix, while i want texture1 to have a texture matrix…

hey supagu, try a glGetIntegerv with GL_MAX_TEXTURE_UNITS. for each texture unit you have a texture matrix, environment, and coordinate set. if you want “no matrix” for a particular texture unit, just load an identity on the texture matrix stack.