View Full Version : Making polys realy bright with texturing
wolfman8k
09-08-2000, 05:29 AM
If I have a texture mapped poly, the brightest I can make it is the color of the texture itself. How can I make it realy bright, like white?
Also, while i'm here, How do I unbind a texture so I can draw non textured colored polys?
Thanks,
wolfman8k
Blaze
09-08-2000, 05:58 AM
Well, you disable texturing like when you once enabled it, with:
glDisable(GL_TEXTURE_2D);
and
glEnable(GL_TEXTURE_2D);
[This message has been edited by Blaze (edited 09-08-2000).]
wolfman8k
09-08-2000, 10:03 AM
Thanks, Does anyone know the answer to my first question?
Thanks,
wolfman8k
DFrey
09-08-2000, 10:34 AM
You could use multitexturing and the GL_ADD texture environment on the second texture unit, with the texture for the second unit being all white (or whatever color).
[This message has been edited by DFrey (edited 09-08-2000).]
wolfman,
You could also use separate_specular_color to add the secondary iterated color AFTER texturing. That or multitexture with texture_env_add would be my suggestion.
Cass
Humus
09-08-2000, 01:19 PM
If you're lightmapping you can use glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR). This will give you a light range of "0..2" ... well, it's still 0..1 but any number above 0.5 will brighten the pixel. The max brightness will be twice the texel colour.
Chiguire
09-13-2000, 11:38 AM
a better way to unbind the texture is to do
glBindTexture(GL_TEXTURE_2D,GL_TEXTURE_2D),
and of course, don't ever use the default texture to upload something
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.