some parts in the 3d scene of the program I am working on are supposed to use multitexturing, while others only need to have one texture.
Somehow I am unable to mix single- and multitexturing. The multitextured parts look ok, but once multitexturing is used, everything with only one texture looks broken.
So I have some questions:
when using multitexturing for some parts (glMultiTexCoordARB), do I also have to use glMultTexCoordARB for the parts with only one texture, or can/do I have to use glTexCoord?
I thought it would be right to use glMultiTexCoordARB for everything, with usign GL_TEXTURE0 for the parts with only one texture and as the first of the multitexture set, and GL_TEXTURE1 for the second multitexture, etc. Is this right?
I read somewhere that when mixing single- and multitexturing, you have to enable and disable the corresponding texture units. Is this true, and how is this done?
The program is running on gf4 ti. How many multitextures can be rendered in one pass?
Thanks a lot,