I’ve setup a multitexture system, so now it basically works, but there is still a problem: if you take a look at the code, the texture matrix is modified during the 3rd pass in order to calculate the shadow texture, so when i rotate the object its texture does not, because the coordinates are the shadow map texture ones. Probably with this code you can understand better what i mean:
//Calculate texture matrix for projection
//This matrix takes us from eye space to the light's clip space
//It is postmultiplied by the inverse of the current view matrix when specifying texgen
static MATRIX4X4 biasMatrix(0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f); //bias from [-1, 1] to [0, 1]
MATRIX4X4 textureMatrix=biasMatrix*lightProjectionMatrix*lightViewMatrix;
//Set up texture coordinate generation.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, textureMatrix.GetRow(0));
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, textureMatrix.GetRow(1));
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_R, GL_EYE_PLANE, textureMatrix.GetRow(2));
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_Q, GL_EYE_PLANE, textureMatrix.GetRow(3));
glEnable(GL_TEXTURE_GEN_Q);
//Bind & enable shadow map texture
glEnable(GL_TEXTURE_2D);
glActiveTextureARB( GL_TEXTURE0_ARB );
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
/////////////////////////////////////////////////
//Bind & enable object texture
glEnable(GL_TEXTURE_2D);
glActiveTextureARB( GL_TEXTURE1_ARB );
glBindTexture(GL_TEXTURE_2D, object_texture);
//Enable shadow comparison
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
//Shadow comparison should be true (ie not in shadow) if r<=texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
//Shadow comparison should generate an INTENSITY result
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
//Set alpha test to discard false comparisons
glAlphaFunc(GL_GEQUAL, 0.99f);
glEnable(GL_ALPHA_TEST);
Draw_OBJECT();
I should define eye_linear coordinates for the object_texture, but is it possible to do that ? I mean, texture coordinate definition is relative to the object or to each texture ?
Can i define for example sphere_map coordinates for ARB0, eye_linear for ARB1 and then use multitexturing ?
i’m really confused …