strange problem about vertex array

I was doing some debugging and find a strange error. I disabled client state of GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, GL_COLOR_ARRAY, and texture array of GL_TEXTURE0_ARB and GL_TEXTURE1_ARB at the very start of rendering. During rendering, i’ll enable those I need. Strange thing is if I disable texture coord array on GL_TEXTURE1_ARB at that place by


i lost texture coord value input on GL_TEXTURE0_ARB by TEXTURE_COORD_ARRAY. all texture coord seems to be the same and i get only one texel over all the mesh.

I don’t know if I have explained it clearly, does anyone have some idea about anything wrong here?

I think you meant to use glClientActiveTextureARB.

See here
For a log example of using multi tex coords.

omg, i messed up glClientActiveTextureARB with glActiveTextureARB :eek: thanks for pointing out that