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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).]

cass
09-08-2000, 11:06 AM
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