Multitexturing Performance

Mars_999
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Post: #16
Well so far from what I can tell implementing vertex arrays might have 2x my performance. I won't know until I get my texturing to work correclty. I have one texture applied to my terrain but doesn't look right. It is smeared from left to right? I am using GL_TRIANGLES_STRIP and using

1,3
0,2

for a texture coordinates. As this is the windings I am using for my vertexs also. When I try to use the second texture unit (the detailed texture) my terrain goes white and looks like it covers up my original texture? This worked fine before I used vertex arrays. I used this for texture parameters

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);

Thanks
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