I committed the pix_texture changes to use multiple texture units.  Not sure if the calls need to have an ifdef around them or not?

cgc

On 8/30/06, chris clepper <cgclepper@gmail.com> wrote:
It looks like the key to getting shaders working with multiple texture units has to do with the texture target geometry knowing about the proper texture coordinates.  A while ago SetVertex()  was modified to set up the first 8 multitexture coordinates.  Right now only square uses this call as far as I can tell.  All of the Geos could be changed to use this function or a different SetTexCoord() one could be made to deal with the glMultiTexCoord2fARB calls.  The code would be pretty ugly if each Geo added 7 more texture calls per vertex otherwise.

Also, I quickly added a 'texunit' message and glActiveTextureARB() call the pix_texture which allows for the use of multiple texture units in shaders without pix_multitexture.  I don't know if this is duplicate work or goes against plan, but it seems pretty straightforward when working with shaders.

cgc