I’ve a little problem with my engine.
It use shaders that are based on Quake III’s for rendering state of faces. Each renderer may have texture distorsion, like texture coordinates translation/rotation/scaling… For this I alter the texture matrice.
Now all works perfectly without multitexturing. But can I use 2 texture matrice, one for each of the 2 texturing passes when I use multitexturing? Because when I activate my multitexturing code, both texturing pass gets altered.
Seems that there is only one texture matrice, common for the 2 multitexturing unit.
Am I right? Then the only solution would be to alter texture coordinate in my engine before sending them to OpenGL…
[This message has been edited by tfpsly (edited 03-07-2001).]