Basically, i want to give 3 textures for each corner of a triangle, and interpolate from one texture to another, just like the colors would be interpolated with glColor() on the corners.
Edit: Since this doesnt seem to be possible via texture combiners, i am willing to do it with shaders.
This is the fragment shader code that i have now:
vec4 c = gl_Color;
gl_FragColor = texture2D(Texture0, TexCoord0)*c.r+texture2D(Texture1, TexCoord1)*c.g+texture2D(Texture2, TexCoord2)*c.b;
Im using the glColor(); to push colors (1,0,0), (0,1,0), (0,0,1) to the corners of each triangle, and then i read the color to see how much which texture i need to blend accordingly.
Now the problem is that i cant use colors on my vertices anymore, so im asking, what is the best approach for telling my fragment shader how to blend the textures + being able to use glColor() on each corner of the triangle to apply some coloring?
Edit2: i managed to get it work by sending a 3d texcoord that tells the blending ratios, but is this the best approach? i would like to hear more ideas on this.