pleopard
05-31-2002, 11:29 AM
I have encountered an intensity problem when using multi-texturing (glMultitextureARB) on a GF3 card and I hope someone here can offer some good advice on fixing it. I created a simple application to display a textured quad and wrapped the quad and its rendering modes up in a class. The rendering modes are SinglePass, MultiPass, and MultiTexture ... go figure what they do ...
The problem is that the multi-pass version shows up exactly like I wish while the multi-textured version does not. I have documented this problem in detail at the following URL. You can see snapshots of the three versions and download the project, source code, textures, and DLLs a this link if you are really interested in helping.
Any advice on how to brighten up the multi-textured version procedurally (no doctoring of the lightmap image) would be greatly appreciated.
Thanks in advance...
Paul
http://www.magnacom-inc.com/pleopard/Dev/MultiTexP1/Default.htm
The problem is that the multi-pass version shows up exactly like I wish while the multi-textured version does not. I have documented this problem in detail at the following URL. You can see snapshots of the three versions and download the project, source code, textures, and DLLs a this link if you are really interested in helping.
Any advice on how to brighten up the multi-textured version procedurally (no doctoring of the lightmap image) would be greatly appreciated.
Thanks in advance...
Paul
http://www.magnacom-inc.com/pleopard/Dev/MultiTexP1/Default.htm