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assmax
04-12-2005, 12:42 AM
heya i moved on to other issues:
1. setting complex blending options per texture. (photoshop style: overlay, diferrence..) so that for a number of textures with different alphas and blending the result would be accumulative.
2. how do u set brightness/contrast per texture? i searched the whole forum and no such question was answered.

all of these prefereably in gl1.1 but i'm open to suggestions.

cheers ;)

SeskaPeel
04-12-2005, 01:55 AM
This can be very easy with fragment programs. If you want to stick to gl 1.1, then I'll let the elder answer you, because I long left register combiners and even GL_COMBINE.

Anyway, looks like I provided three answers, this should be enough to google.

SeskaPeel.

Topquark
04-12-2005, 02:27 AM
This should be helpful:

http://tfpsly.planet-d.net/english/3d/multitexturing.html

Jens Scheddin
04-12-2005, 06:13 AM
1. Blend the textures with the available blend modes using glBlendMode() and glEnable(GL_BLEND). You should nota that this is very limited in GL 1.1.
2. Before uploading a texture you could apply your own contrast/brightnes settings on the color data. SetDeviceGammaRamp will do the same thing but for the entire window.

Hope this helps,
Jay