Hi,
I would like to make such a shader system which can set the visibility factor for each pass(texture unit) and would also use the primary color and the texture color...
I have came on the idea to use GL_EXT_texture_env_combine so that the texenv_color should contain how much the pass is visible... But I would need a function like Texture*PrimaryColor*TexEnvColor which can''t be made with texturecombiners. How could I do that?
The visibility factor is not clear I see
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It says how cleanly the pass is visible... so if pass1-s visibility factor is 1 pass0 is invisible, if it is 0 pass1 is invisible...
Without the lighting I could made what I wanted but vertex lighting is really important for me, so using GL_COMBINE_EXT ; GL_INTERPOLATE_EXT is not good... (Tex*EnvColor + PrimaryColor*(1-EnvColor) - that''s what I have done so far but that is not good if I want to use lighting)
Thanks in advance and ask if you don''t understand something (and sorry for my english...
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-- tSG --