I am using the following code to enable multi-texturing:
Code:
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_TEXTURE_ARRAY);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_TEXTURE_ARRAY);
and this works fine for my engine, with lightmaps and such.
However, I am trying to render things that AREN'T part of the BSP engine, and don't have lightmaps, but when i try to render them, even though I disable the client states and set the texture back to GL_TEXTURE0_ARB, it renders the textures really screwed up and dotted.........any idea why it does this?