Hi! I have two ground textures and want to blend them together using the alpha component of the vertices, but when I activate lighting the first texture disappears. I based on the code found at http://ttoprpg.com/articles/multitexturing.htm but I don’t quite understand how this works or how to achieve what I want
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture0ID);
glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_2D, GL_SOURCE0_RGB_ARB, GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_2D, GL_SOURCE1_RGB_ARB, GL_TEXTURE1_ARB);
glTexEnvi(GL_TEXTURE_2D, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_2D, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_2D, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA;
glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_2D, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture1ID);
glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_2D, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_2D, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_2D, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_2D, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
Any help will be welcome!!