I’m having a small problem with glEvalMesh.
I think Opengl3 will deprecate this but we’re still hanging tough at 1.4 and I doubt we’ll start programming 3.0 anything soon. Anyways I’m digressing.
I am trying to use multi-texturing with glEvalMesh and it doesn’t really seem to work.
Below is my code:
glMap2d( GL_MAP2_VERTEX_3,…, &ctrlpts);
glMap2d( GL_MAP2_TEXTURE_COORD_2,…, &texpts);
glEnable( GL_MAP2_TEXTURE_COORD_2 );
glEnable( GL_MAP2_VERTEX_3 );
GLint un = 20, vn = 20;
glMapGrid2d( un, u1, u2, vn, v1, v2 );
glEvalMesh2(GL_FILL, 0, un, 0, vn);
Only the mask seems to be bound to the mesh. Is there a way for me to ensure that both textures are bound to the mesh.
I’ve been on this for a while, so any help/hint/code would be greatly appreciated.