Initial revision
diff --git a/progs/demos/multiarb.c b/progs/demos/multiarb.c
new file mode 100644
index 0000000..68419cd
--- /dev/null
+++ b/progs/demos/multiarb.c
@@ -0,0 +1,307 @@
+/* $Id: multiarb.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
+
+/*
+ * GL_ARB_multitexture demo
+ * Brian Paul  November 1998  This program is in the public domain.
+ */
+
+/*
+ * $Log: multiarb.c,v $
+ * Revision 1.1  1999/08/19 00:55:40  jtg
+ * Initial revision
+ *
+ * Revision 1.3  1999/03/28 18:20:49  brianp
+ * minor clean-up
+ *
+ * Revision 1.2  1998/11/05 04:34:04  brianp
+ * moved image files to ../images/ directory
+ *
+ * Revision 1.1  1998/11/03 01:36:33  brianp
+ * Initial revision
+ *
+ */
+
+
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <GL/glut.h>
+
+#include "../util/readtex.c"   /* I know, this is a hack. */
+
+#define TEXTURE_1_FILE "../images/girl.rgb"
+#define TEXTURE_2_FILE "../images/reflect.rgb"
+
+#define TEX0 1
+#define TEX1 2
+#define TEXBOTH 3
+#define ANIMATE 10
+#define QUIT 100
+
+static GLboolean Animate = GL_TRUE;
+
+static GLfloat Drift = 0.0;
+static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
+
+
+
+static void Idle( void )
+{
+   if (Animate) {
+      Drift += 0.05;
+
+#ifdef GL_ARB_multitexture
+      glActiveTextureARB(GL_TEXTURE0_ARB);
+#endif
+      glMatrixMode(GL_TEXTURE);
+      glLoadIdentity();
+      glTranslatef(Drift, 0.0, 0.0);
+      glMatrixMode(GL_MODELVIEW);
+
+#ifdef GL_ARB_multitexture
+      glActiveTextureARB(GL_TEXTURE1_ARB);
+#endif
+      glMatrixMode(GL_TEXTURE);
+      glLoadIdentity();
+      glTranslatef(0.0, Drift, 0.0);
+      glMatrixMode(GL_MODELVIEW);
+
+      glutPostRedisplay();
+   }
+}
+
+
+static void DrawObject(void)
+{
+   glBegin(GL_QUADS);
+
+#ifdef GL_ARB_multitexture
+   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+   glVertex2f(-1.0, -1.0);
+
+   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 0.0);
+   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
+   glVertex2f(1.0, -1.0);
+
+   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 2.0);
+   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
+   glVertex2f(1.0, 1.0);
+
+   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 2.0);
+   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
+   glVertex2f(-1.0, 1.0);
+#else
+   glTexCoord2f(0.0, 0.0);
+   glVertex2f(-1.0, -1.0);
+
+   glTexCoord2f(1.0, 0.0);
+   glVertex2f(1.0, -1.0);
+
+   glTexCoord2f(1.0, 1.0);
+   glVertex2f(1.0, 1.0);
+
+   glTexCoord2f(0.0, 1.0);
+   glVertex2f(-1.0, 1.0);
+#endif
+
+   glEnd();
+}
+
+
+
+static void Display( void )
+{
+   glClear( GL_COLOR_BUFFER_BIT );
+
+   glPushMatrix();
+      glRotatef(Xrot, 1.0, 0.0, 0.0);
+      glRotatef(Yrot, 0.0, 1.0, 0.0);
+      glRotatef(Zrot, 0.0, 0.0, 1.0);
+      glScalef(5.0, 5.0, 5.0);
+      DrawObject();
+   glPopMatrix();
+
+   glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+   glViewport( 0, 0, width, height );
+   glMatrixMode( GL_PROJECTION );
+   glLoadIdentity();
+   glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
+   /*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/
+   glMatrixMode( GL_MODELVIEW );
+   glLoadIdentity();
+   glTranslatef( 0.0, 0.0, -70.0 );
+}
+
+
+static void ModeMenu(int entry)
+{
+   GLboolean enable0 = GL_FALSE, enable1 = GL_FALSE;
+   if (entry==TEX0) {
+      enable0 = GL_TRUE;
+   }
+   else if (entry==TEX1) {
+      enable1 = GL_TRUE;
+   }
+   else if (entry==TEXBOTH) {
+      enable0 = GL_TRUE;
+      enable1 = GL_TRUE;
+   }
+   else if (entry==ANIMATE) {
+      Animate = !Animate;
+   }
+   else if (entry==QUIT) {
+      exit(0);
+   }
+
+   if (entry != ANIMATE) {
+#ifdef GL_ARB_multitexture
+      glActiveTextureARB(GL_TEXTURE0_ARB);
+#endif
+      if (enable0) {
+         glEnable(GL_TEXTURE_2D);
+      }
+      else
+         glDisable(GL_TEXTURE_2D);
+
+#ifdef GL_ARB_multitexture
+      glActiveTextureARB(GL_TEXTURE1_ARB);
+#endif
+      if (enable1) {
+         glEnable(GL_TEXTURE_2D);
+      }
+      else
+         glDisable(GL_TEXTURE_2D);
+   }
+
+   glutPostRedisplay();
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+   (void) x;
+   (void) y;
+   switch (key) {
+      case 27:
+         exit(0);
+         break;
+   }
+   glutPostRedisplay();
+}
+
+
+static void SpecialKey( int key, int x, int y )
+{
+   float step = 3.0;
+   (void) x;
+   (void) y;
+
+   switch (key) {
+      case GLUT_KEY_UP:
+         Xrot += step;
+         break;
+      case GLUT_KEY_DOWN:
+         Xrot -= step;
+         break;
+      case GLUT_KEY_LEFT:
+         Yrot += step;
+         break;
+      case GLUT_KEY_RIGHT:
+         Yrot -= step;
+         break;
+   }
+   glutPostRedisplay();
+}
+
+
+static void Init( void )
+{
+   const char *exten = (const char *) glGetString(GL_EXTENSIONS);
+   if (!strstr(exten, "GL_ARB_multitexture")) {
+      printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
+      exit(1);
+   }
+
+   /* setup texture env 0 */
+#ifdef GL_ARB_multitexture
+   glActiveTextureARB(GL_TEXTURE0_ARB);
+#endif
+#ifdef LINEAR_FILTER
+   /* linear filtering looks much nicer but is much slower for Mesa */
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#else
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+#endif
+
+   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+   if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
+      printf("Error: couldn't load texture image\n");
+      exit(1);
+   }
+
+
+   /* setup texture env 1 */
+#ifdef GL_ARB_multitexture
+   glActiveTextureARB(GL_TEXTURE1_ARB);
+#endif
+#ifdef LINEAR_FILTER
+   /* linear filtering looks much nicer but is much slower for Mesa */
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#else
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+#endif
+
+   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+   if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
+      printf("Error: couldn't load texture image\n");
+      exit(1);
+   }
+
+   glShadeModel(GL_FLAT);
+   glClearColor(0.3, 0.3, 0.4, 1.0);
+
+   ModeMenu(TEXBOTH);
+}
+
+
+int main( int argc, char *argv[] )
+{
+   glutInit( &argc, argv );
+   glutInitWindowSize( 300, 300 );
+   glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
+   glutCreateWindow(argv[0] );
+
+   Init();
+
+   glutReshapeFunc( Reshape );
+   glutKeyboardFunc( Key );
+   glutSpecialFunc( SpecialKey );
+   glutDisplayFunc( Display );
+   glutIdleFunc( Idle );
+
+   glutCreateMenu(ModeMenu);
+   glutAddMenuEntry("Texture 0", TEX0);
+   glutAddMenuEntry("Texture 1", TEX1);
+   glutAddMenuEntry("Multi-texture", TEXBOTH);
+   glutAddMenuEntry("Toggle Animation", ANIMATE);
+   glutAddMenuEntry("Quit", QUIT);
+   glutAttachMenu(GLUT_RIGHT_BUTTON);
+
+   glutMainLoop();
+   return 0;
+}