   help about gl_texturematrix in glsl
  now i want to rewrite the glsl script to cg script,but it fail to work,the glsl script:uniform vec4 translation;uniform vec4 camera;uniform float timer;void main(void){vec4 regularPosition = gl_Vertex;regularPosition.y += cos(timer*0.75);vec4 correctPosition = regularPosition + translation;gl_TexCoord[0] = gl_TextureMatrix[1] * correctPosition;gl_TexCoord[1] = gl_MultiTexCoord0*2.0;gl_TexCoord[2] = camera - correctPosition;gl_TexCoord[3] = correctPosition;gl_Position = gl_ModelViewProjectionMatrix*regularPosition;}here is the cg script i wrote:struct ApplicationVertex{float4 position: POSITION;float4 texCoord0: TEXCOORD0;};struct VertexFragment{float4 color0: COLOR0;float4 texCoord0: TEXCOORD0;float4 position: POSITION;};uniform float4x4 modelViewProjMatrix : state.matrix.mvp;uniform float4x4 textureMatrix : state.matrix.texture[1];void main(ApplicationVertex av,uniform float4 translation,uniform float4 camera,uniform float timer,out float4 color0: COLOR0,out float4 texCoord0: TEXCOORD0,out float4 texCoord1: TEXCOORD1,out float4 texCoord2: TEXCOORD2,out float4 texCoord3: TEXCOORD3,out float4 position: POSITION){float4 regularPosition = av.position;regularPosition.y += cos(timer*0.75);float4 correctPosition = regularPosition + translation;texCoord0 = mul(textureMatrix,correctPosition);texCoord1 = av.texCoord0*2.0;texCoord2 = camera - correctPosition;texCoord3 = correctPosition;position = mul(modelViewProjMatrix, regularPosition);}i seems that i have't find correct matrix in cg accroding gl_TextureMatrix[1] in glsl ,is uniform float4x4 textureMatrix : state.matrix.texture[1] in cg right?   
Quote:i seems that i have't find correct matrix in cg accroding gl_TextureMatrix[1] in glsl ,is uniform float4x4 textureMatrix : state.matrix.texture[1] in cg right?Yes, they are the same.If you need to debug then you need to output the matrix to gl_FragColor in your fragment shader.You could also replace it with your own uniform.uniform mat4 MyTextureMatrix1;   