- glActiveTexture(GL_TEXTURE0);
- glClientActiveTexture(GL_TEXTURE0);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D,(*systemTexturePool)[1].textureID);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
- glEnableClientState (GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer (2, GL_FLOAT, sizeof(float)*2, tcv); //TNB lightdirection
- glActiveTexture(GL_TEXTURE1);
- glClientActiveTexture(GL_TEXTURE1);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D,(*systemTexturePool)[2].textureID); //TNB Normal
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
- glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
- glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
- glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
- glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
- glEnableClientState (GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer (2, GL_FLOAT, sizeof(float)*2, tc);
- glActiveTexture(GL_TEXTURE2);
- glClientActiveTexture(GL_TEXTURE2);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D,(*systemTexturePool)[0].textureID); //Diffusemap
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glEnableClientState (GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer (2, GL_FLOAT, sizeof(float)*2, tc);