{
GLfloat x = -size + s * 2.0 * size;
GLfloat y = -size + t * 2.0 * size;
- glTexCoord2f(s, t);
+ GLuint i;
+
+ glMultiTexCoord2f(GL_TEXTURE0, s, t);
+ glMultiTexCoord2f(GL_TEXTURE1, s, t);
+ glMultiTexCoord2f(GL_TEXTURE2, s, t);
+ glMultiTexCoord2f(GL_TEXTURE3, s, t);
+
+ /* assign (s,t) to the generic attributes */
+ for (i = 0; i < NumAttribs; i++) {
+ if (Attribs[i].location >= 0) {
+ glVertexAttrib2f(Attribs[i].location, s, t);
+ }
+ }
+
glVertex2f(x, y);
}
glNormal3f(0, 0, 1);
glVertexAttrib3f(tangentAttrib, 1, 0, 0);
glBegin(GL_POLYGON);
-#if 0
+#if 1
SquareVertex(0, 0, size);
SquareVertex(1, 0, size);
SquareVertex(1, 1, size);