Hi, im slowly learning openGL and upto now ive been doing ok, but now got stuck.
Ive done all the basics and made a simple level editor / loader ETC but upto now only used single textures on objects.
So ive had a go at terrain generation from height maps which is all fine, i managed to texture it, along with a few cubes and a skybox.
So… i decided in the calllist for the terrain, i decided to change it to use multitextures?
and the problems i am left with have completly confused me, and i cannot see why its happening.
So… the problems im left with… ALL objects in the scene are now being textured with unit1’s texture (cubes and skybox), the terrain is being textured fine with multi-textures,
And they all look like they have darkened up, which i think is to do the line…
gl.TexEnv( gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.ADD_SIGNED )
BTW, this might look strange, as im using lua, but its very similer as you will know.
So, what might be causing the problems?
All 3 objects (cube, skybox and terrain) are in individual calllists, created before the draw loop, and then i simply Push & Pop each calllist in the main draw loop?
Its as if that as soon as i “active” a texture unit, it disables the use of just single normal texturing?