Jack wrote:
I have never used (yet !) gl_TextureMatrix[0] in my shaders :)
nobody had, because there was the silent assumption, that nobody would touch the texture matrix.
Always used something like this :
Vertex : texcoord1 = gl_MultiTexCoord0.st;
Fragment : vec4 color = texture2DRect(mytextA, texcoord1);
So i should use now : vec4 color = texture2DRect(mytextA, gl_TextureMatrix[0] * texcoord1); ? ++
yes.
fnmasdr IOhannes