Color tables, alpha functions
Right, so, I''m making a 2.5d engine right now (think doom) but there''s a problem: I want to make it so that you can change the colors of the characters in-game (sort of a palette system). I thought of using the alpha channel to display the areas that are affected by the colors, so I would do
glAlphaFunc(GL_EQUAL,0.0f);
//Render half of texture
glColor3f(//some rgb values);
glAlphaFunc(GL_EQUAL,1.0f);
//render other half
That way it would render the quad twice, and what shows up on the alpha channel is what would be rendered with the glColor3f in there. But I''m already using the alpha channel for transparency. Should i have a struct or something with the texture''s two alpha channels, or something?
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