   mixing glMatrixMode(GL_TEXTURE) with glFrustum()
  If I want to do this:void someMethod()(...// manipulating texture matrix, thus transforming // each 2d texture coord from myTextureArrayPointerglEnableClientState( GL_TEXTURE_COORD_ARRAY );glTexCoordPointer( 2, GL_FLOAT, 0, myTextureArrayPointer );glMatrixMode( GL_TEXTURE );glLoadIdentity();glFrustumf( //some params );// I think at this point, each transformed // 2D texture coordinate from myTextureArrayPointer// DOESN'T get perspective division by w, which I want to happen.// thus subsequent manipulation to the texture matrix would be wrongglTranslate();glScalef();...glDrawElements( //some params );...}Also, I do remember reading somewhere one can send in 3d or 4d texture and tell opengl to divide by w. Or is this shaders only...If it's not easy to get working, I have to implement the above steps myself.[Edited by - parasolstars on December 15, 2005 9:42:37 PM]