Hi I’m having trouble getting my texture coordinates mapped over the whole mesh
I have tiled texture coords and full texture coords : I believe the problem is
in my shader.
Relevant sections:
init in loop:
TexCoords[i].u = x ;
TexCoords[i].v = z ;
TexCoords2[i].u = x/MAP_SIZE;
TexCoords2[i].v = z/MAP_SIZE;
…
in ARB setup
…
glClientActiveTextureARB(GL_TEXTURE3_ARB); //MIX
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, TexCoords2);
glActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mixcolmap);
glUniform1iARB(mixloc,3);
in vert shader
…
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
gl_Position = ftransform();
in .frag shader
…
vec2 src3 = vec2(gl_TexCoord[0].st);
vec3 T3 = texture2D(tex2, src3).xyz;
vec2 src4 = vec2(gl_TexCoord[1].st);
vec3 amount = texture2D(tex3, src4).xyz;
I’m getting both tex coordinaltes tiled , when gl_TexCoord[1] should map over
the whole surface.
I’ve tried different approaches:
vec3 T3 = texture2D(tex2, gl_TexCoord[0]).xyz; etc
but no luck. Does anyone know what is going on ?
Regards