PDA

View Full Version : lighting question



HamsterofDeath
01-30-2003, 10:17 PM
is it possible to activate lighting for texture unit 1 and deactivate it for texture unit 2-n ?
i need this because i want to use dynamic lighting for my landscape AND texture-blending by coverage factors.

Mazy
01-31-2003, 12:08 AM
The light never affects a texture unit, it affects the color of the object, that - modulated - with a texture gives it the illusion of affecting the texture.

you should use the Texture_env_combine extension. then you can modulate with the color in what ever stage you want.

HamsterofDeath
01-31-2003, 01:47 AM
so it's not possible ?

Bob
01-31-2003, 02:14 AM
Yes it is, with the texture_env_combine extension (and other more advanced extensions aswell).

HamsterofDeath
01-31-2003, 03:04 AM
ok :
if i enable lighting, it's for all texture units.
so, i have to read the coverage-factors from another texture...

my problem is that i want to use lighting together with texture blending..
but maybe there's another solution (with no lighting at all)

@all who understand the coverage-thing :
in the delphi3d-article it is described how to blend 3 textures.
if i remember correctly, one texture is drawn 100% opaque, and the others are blended over it.
so, if i just don't draw the first (opaque) texture, everything that has already been drawn there should not be affected if i set the coverage factors to 0% & 0%. right ?

if so, everything is fine. if not, i'm unhappy.

thats because -> read my "pretty advanced outdoor engine"-thread.

[This message has been edited by HamsterofDeath (edited 01-31-2003).]

V-man
01-31-2003, 06:19 AM
>>>my problem is that i want to use lighting together with texture blending..
but maybe there's another solution (with no lighting at all)<<<

What's stopping you?

Tell me what the equation is and I'll give you code how to setup the combiners. Or wait until I post a download for people to test part of my software.
You can play with it and see what you need.