
Multipasses and multitextures, Continues!
Hi again,
(Thanks mhkrause for the reply!)
I forgot to add that I would like to know how to do make my textures be see-thru (translucency) using another textures RGB values as an alphamap. I don''t want to use the current textures "A" component nor use the alphafactor thing.
I got it working by loading two textures then copy the second textures "RGB/3" value to the first textures A value.
But I can''t do that during runtime so I wonder how I can get the same effect using some alphablending functions. Multipass or Multitexture doesn''t matter as long as I get it to work (without having to make my own routines).
Btw in OpenGL i can add glColor4f(1.0, 1.0, 1.0, alpha_value); to get a 50/50. Does OpenGL set that value to the vertices so I use vertex blending or something?
I would also like to know how to do that in DirectX. Again without using the textures "A" component

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