Hello,
some parts in the 3d scene of the program I am working on are supposed to use multitexturing, while others only need to have one texture.
Somehow I am unable to mix single- and multitexturing. The multitextured parts look ok, but once multitexturing is used, everything with only one texture looks broken.
So I have some questions:
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when using multitexturing for some parts (glMultiTexCoordARB), do I also have to use glMultTexCoordARB for the parts with only one texture, or can/do I have to use glTexCoord?
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I thought it would be right to use glMultiTexCoordARB for everything, with usign GL_TEXTURE0 for the parts with only one texture and as the first of the multitexture set, and GL_TEXTURE1 for the second multitexture, etc. Is this right?
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I read somewhere that when mixing single- and multitexturing, you have to enable and disable the corresponding texture units. Is this true, and how is this done?
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The program is running on gf4 ti. How many multitextures can be rendered in one pass?
Thanks a lot,
Jan