The extension works somewhat differently from normal OpenGL vertex arrays, so I'm wondering if I might have to implement multitexturing in an equally different way. I've looked around and this document. . .
http://www.berkelium.com/OpenGL/GDC99/multitexture.html
. . . seems to best explain how to multitexture using normal vertex arrays, but I find myself confused upon looking at ATI's vertex arrays.
Upon comparing the different functions used in either implementation of vertex arrays and determining the equivalent functions, it looks like all I have to do is set the active texture layer and bind the desired texture.
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture (GL_TEXTURE_2D, textureindex[0]);
glEnable (GL_TEXTURE_2D);
glActiveTextureARB (GL_TEXTURE1_ARB);
glBindTexture (GL_TEXTURE_2D, textureindex[1]);
glEnable (GL_TEXTURE_2D);
glDrawElements etc. . .
Is this right?
http://www.berkelium.com/OpenGL/GDC99/multitexture.html
. . . seems to best explain how to multitexture using normal vertex arrays, but I find myself confused upon looking at ATI's vertex arrays.
Upon comparing the different functions used in either implementation of vertex arrays and determining the equivalent functions, it looks like all I have to do is set the active texture layer and bind the desired texture.
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture (GL_TEXTURE_2D, textureindex[0]);
glEnable (GL_TEXTURE_2D);
glActiveTextureARB (GL_TEXTURE1_ARB);
glBindTexture (GL_TEXTURE_2D, textureindex[1]);
glEnable (GL_TEXTURE_2D);
glDrawElements etc. . .
Is this right?