Code: Select all
v = p->verts[0];
qglBegin (GL_POLYGON);
for (i=0 ; i< nv; i++, v+= VERTEXSIZE)
{
qglMultiTexCoord2f( GL_TEXTURE0, v[3], v[4]);
qglMultiTexCoord2f( GL_TEXTURE1, v[5], v[6]);
qglVertex3fv (v);
}
qglEnd ();
Code: Select all
qglEnableClientState(GL_VERTEX_ARRAY);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglVertexPointer(3, GL_FLOAT, VERTEXSIZE*sizeof(float), p->verts[0]);
qglActiveTexture(GL_TEXTURE0);
qglTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), p->verts[0]+3);
qglActiveTexture(GL_TEXTURE1);
qglTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), p->verts[0]+5);
qglDrawArrays(GL_POLYGON,0,p->numverts);
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglDisableClientState(GL_VERTEX_ARRAY);