Multitexture blend
Hello, I''m applying multitexture to an object, this is my code:
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D,Texture[0]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D,Texture[1]);
DrawObject();
I don''t know how to regulate the blend of the textures, I want to make the second texture be less visible.
============================== Videoman Library Project
For example, This image made with 3DS Max
http://www.geocities.com/opengladiator/pic.jpg
left:Two textures, main texture is a photo of bricks and the second is a photo of a lake, reflection with spherical mapping. Both textures are full visible.
right: the reflection texture is less visible, this is what I want
http://www.geocities.com/opengladiator/pic.jpg
left:Two textures, main texture is a photo of bricks and the second is a photo of a lake, reflection with spherical mapping. Both textures are full visible.
right: the reflection texture is less visible, this is what I want
============================== Videoman Library Project
I think there is something called GL_RGB_SCALE_ARB... Look it up.
Sorry have to go now, help you more when I get back..
Sorry have to go now, help you more when I get back..
GL_RGB_SCALE_ARB is only when using GL_ARB_texture_env_combine. To set the blending level of a texture unit in standard multitexturing, use:
glActiveTextureARB(..)
...
setup stage..
...
float colour[4]={...};
glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,colour);
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glActiveTextureARB(..)
...
setup stage..
...
float colour[4]={...};
glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,colour);
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I have tried this but the result is the same
============================== Videoman Library Project
Have you enabled GL_TEXTURE_2D on each texture unit?
If not, you''ll have to do that, like this:
glActiveTextureArb(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(Texture[0]);
glActiveTextureArb(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(Texture[1]);
If not, you''ll have to do that, like this:
glActiveTextureArb(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(Texture[0]);
glActiveTextureArb(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(Texture[1]);
Yes, the object has two textures, but both textures are full visible
============================== Videoman Library Project
Sorry ''bout that, I didn''t read your question properly.
I don''t know the answer exactly but I think you should look into glTexEnv*() functions.
I don''t know the answer exactly but I think you should look into glTexEnv*() functions.
This topic is closed to new replies.
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