On 12/19/05, james tittle tigital@mac.com wrote:
...definitely add it if it works ;-) But I'm not really understanding how this would be accessed: are you using pix_multitexture to assign to texture unit, then passing this state onto geos? How do the geos know that there are multiple texture units being addressed, or where to stop?
glTexCoord2f() only works for the default unit 0, and the other calls are needed to texture properly to the remainder of the units. For testing, I only rigged up unit 1 and used pix_multitexture to set the texUnit for each render chain to 0 and 1 respectively. After making the change to SetVertex() [square] could accept the texture. I actually had to texture to some geometry to get the shader to work at all - without setting up glMultiTexCoord2fARB(GL_TEXTURE1_ARB...) the texture was one big pixel. I don't know if alternatives exist or not, but every reference I found had the glMultiTexCoord2fARB() calls for each texUnit used. I think we might have to rewrite the Geos to accommodate the possibility of any of the texture units being enabled upstream or add something to GemState to let them know which unit(s) to use.