hey ya'll,
...a coupla things here:
1. Iohannes had committed a "fix" to [pix_texture]'s setUpTextureState() that caused me weirdness with non-power of two textures (they came out looking like [pix_refraction], but it didn't affect power of two textures...simple enuff to fix by switch back to GL_CLAMP_TO_EDGE, but it makes me wonder why (...and are...) we correctly setting up textures to begin with? I've since added an assignment to the constructor that automatically sets m_textureType to GL_TEXTURE_RECTANGLE_EXT if defined...
2. attached is a patch that shows how to do multitexture (ie. load two movies and then have them blended by the gpu)...atm, it's just cobbled together with the glWrappers, but it works! I see this being rolled into a [pix_multitexture], which could be responsible for up to 8 textures (depending on gl implementation), and do all sorts of blending/replacing/whatever...
...before I go much further with this, I wanted to know if anyone can figure out why it doesn't work correctly if we try to texture each individual film to it's own [rectangle]: there winds up being a flashing texture on the individual rectangles, but the final multitexture looks fine...it's also interesting that it doesn't seem to work with GL_TEXTURE_RECTANGLE_EXT, but I don't know if this is according to spec or not?
...anyway, lemme know what ya'll think...
jamie