rendered paste bodyif(advanced)
{
glEnable(GL_FOG);
/* //The one below is these two multiplied
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, terrain.shaddowMap_tex_id);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, terrain.colorMap_tex_id);
*/
//Detta funkar istället för dem 2 styckena ovan
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, terrain.single_texture_id);
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
glBindTexture(GL_TEXTURE_2D, terrain.worleyMap_tex_id);
glMatrixMode(GL_TEXTURE);
// Reset the current matrix and apply our chosen scale value
glLoadIdentity();
glScalef(DetailScale, DetailScale, 1);
glMatrixMode(GL_MODELVIEW);
glActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
//glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
glBindTexture(GL_TEXTURE_2D, terrain.worleyMap_tex_id);
glMatrixMode(GL_TEXTURE);
// Reset the current matrix and apply our chosen scale value
glLoadIdentity();
glScalef(DetailScale/10.0f, DetailScale/10.0f, 1);
glMatrixMode(GL_MODELVIEW);
}
else
glBindTexture( GL_TEXTURE_2D, terrain.single_texture_id);