Hi folks, i am using the ARB multitexturing extension on my tnt2 and i am using both vertex arrays, display lists and simple primitives specification with glBegin,glColor,glVertex etc… and they all react the same way! let me explain:
for example, i’ve got an object which only uses 1 texture channel , thus i have to
specify glMultiTexCoord2fARB(GL_TEXTURE0_ARB,u,v) , activate GL_TEXTURE0_ARB channel and bind the correct texture handle but in this case my rendered texture is ‘funky’ !! i should say ‘unstable’… Anyway, if i add the command glMultiTexCoord2fARB(GL_TEXTURE1_ARB,u,v)
(the specified u,v are not relevant!) everything work fine!!
So what, i know that the tnt2 supports 2 stages of multitexturing, so what the point?
am i doing something wrong, my nvidia drivers are buggy?? am i forced to add the MultiTexCoord command at least the number of hardware supported channels?