Is there a way of specifying two sets of texture coordinates(for multitexturing) in vertex arrays? Also, is there a glInterleavedArrays() format that can acheive this?
The nVidia SDK has whitepapers that talk about two sets of tex coords per vertex in an array, which implies it’s possible.
Set the first texture coordinate array as usual. This will be assigned to the first texture unit. Second, activate the second texture unit with glClientActiveTexture, and assing another array of texture coordinates(or the same if you like ).
And no, there’s no special interleaved format for multitexturing.