I’m trying to render Bezier patches using the OpenGL Evaluator functions (glMap2f, glEvalCoord2f, …) and doing multitexturing (one lightmap, one “regular” texture) on them using the ARB extensions.
My problem is, i have not found a replacement for the glMultiTexCoord2fARB function which operates similar to the glEvalCoord2f function.
Anyone got an idea how to do this? Would be great if i got it to work that way.
In case there is no such function, i thought about some workarounds:
[ul][li]Write my own tessellation function - seems feasible. (This would also enable some serious simplification by allowing me to precalculate the vertices instead of computing them every frame.)[*]Don’t use the multitexturing extension, [/li]somehow producing the same results, i.e. rendering the patch twice, with blending, something like that.[/ul]
Anyone got any comments on either of those?