Hi ya.
How could I tell OpenGL that my model has 2 sets of uve coordinates (one for textures one for lightmap)?
I have been trying to use GL.TexCoordPointer but havent had much luck with that. Is there some other method I could use?
*meh*
Why do I always figure these thing out after I have already posted a topic?
I changed the code to this:
GL.TexCoordPointer( 4, TexCoordPointerType.Float, 10 * sizeof( float ), (IntPtr) ( 6 * sizeof( float ) ) ); //GL.TexCoordPointer( 2, TexCoordPointerType.Float, 10 * sizeof( float ), (IntPtr) ( 8 * sizeof( float ) ) );
giving it 4 floats instead of 2.
After that I changed my shader to
uniform sampler2D tex; uniform sampler2D light; void main() { gl_FragColor = gl_Color * texture2D(tex, gl_TexCoord[0].xy) * texture2D(light, gl_TexCoord[0].zw); }
so the lightmap texture uses the z and w floats.
Comments
Re: Multiple texture coordinates with VBOs?
*meh*
Why do I always figure these thing out after I have already posted a topic?
I changed the code to this:
giving it 4 floats instead of 2.
After that I changed my shader to
so the lightmap texture uses the z and w floats.