   Multi-texturing
  I have looked at various websites and books on multi-texturing and I am still confused.  Does anyone have any good links about multi-texturing or maybe some examples?   
  There are loads online as the subject is as old as the sun; what in perticlar are you having trouble with?   ;  Pretty much all of it...   ;  I have a question.Is there anything multitexturing can do that a 3D texture can't? When to use which one?   ;  It allows you to apply multiple textures in a single pass. Using 2.0 entry points you use glActiveTexture to set the active texture unit, which must be in the range [0, MAX_TEXTURE_UNITS). You can then access these with a custom shader or using default pipline, though I've only ever used it in conjunction with shaders.For example:glActiveTexture(0);glBindTexture(GL_TEXTURE_2D, some texture);glActiveTexture(1);glBindTexture(GL_TEXTURE_2D, some other texture);And then use sampler2D's in your shader:uniform sampler2D firstTexUnit, secondTexUnitSimple as that.   ;  The part where I really got confused was at the glTexEnvi.  Do you even need it? As in Biggoron example.  If you don't then how does the program know what to do with the images?   ;  If you don't use it, it has a default.GL_TEXTURE_ENV_MODE defaults to GL_MODULATE and GL_TEXTURE_ENV_COLOR defaults to (0, 0, 0, 0).   ;  Anyone know the answer to this:Is there anything multitexturing can do that a 3D texture can't? When to use which one?   ;  3d textures have some restrictions esp on older cards + i assume will perform worse   ;  Ive reread my opengl book and I think I understand multi-texturing.  Lets say I have 2 textures.  One is a picture of the ground and the other is an image of a man.  Everything around the man is see through.  Using gl_replace, rgb(or should I  include the a?) I put the ground into texture 0 and the man into texture 1.  This should allow me to put the image of the man onto the background in one quad.So is this correct?   