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09-15-2001, 10:32 AM
I use ARB Multitexture but the problem is that I can't select the amount that each texture is visible.
I think it just modulates two textures.

How can I set per vertex per texture the alpha amount?

zed
09-15-2001, 02:23 PM
not possible with ARBmultitexturing, though u could try the combineARB extension (part of opengl1.3) using the interpolate method

09-15-2001, 07:59 PM
Thanks!
I'll try it.
I Think I'll test multipassig too.

09-15-2001, 10:02 PM
I noticed that if I use multitextuing and set texture coords with glMultiTexCoord2fARB() then I can use the older glTexCoord2f() when I need just one texture. Do I need to disable multitexturing somehow?
I just disabled the other texture:

glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D,uTexture);

glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D,0);

The glTexCoord2f doesn have any effect anymore! Why?

zed
09-15-2001, 10:34 PM
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0,0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0,0);

The glTexCoord2f doesn have any effect anymore! Why?
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D,uTexture);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D,0);
->glActiveTextureARB(GL_TEXTURE0_ARB);
try adding this here, in opengl whatever is set remains set until u change it thus if the active texture is texture unit 1 then if u call glDisable( GL_TEXTURE) then unit1 will be disabled

09-16-2001, 12:21 AM
It works!!

Thanks!