I looked at the supported extensions and
just saw that my graphic card only supports
vertex shading and no fragment/pixel shading.
Is it possible to do what I want with a vertex shader ?
I...
Type: Posts; User: Andre Groß
I looked at the supported extensions and
just saw that my graphic card only supports
vertex shading and no fragment/pixel shading.
Is it possible to do what I want with a vertex shader ?
I...
If I use GL_REPLACE and GL_DECAL
or GL_REPLACE and GL_MODULATE, it
looks like the picture I posted above..
the water's invisible and the oil has
the same color as the floor only a little
bit...
Good Morning,
just thought a little bit about my problem..
I want the following formula for my second texture:
GL_PREVIOUS_COLOR * (1 - GL_SRC_ALPHA) + GL_SRC_COLOR * GL_SRC_ALPHA
...
Hi Aeluned,
Are you talking about multitexturing or multipass texturing ?
How do I have to set up
GL_SOURCE0_RGB_EXT
GL_OPERAND0_RGB_EXT
and stuff ?
I tried your idea und wrote the following code:
GLfloat af_texEnvColor[] = {1.0f, 1.0f, 1.0f, 0.5f};
glTexEnvi (GL_TEXTURE_ENV,
GL_TEXTURE_ENV_MODE,
GL_COMBINE_EXT);
/*
I thought I need the blendfunc, because I want to
make my water texture semitransparent and I need
the blend func to combine the floor with the
water.
That's correct. I mixed it up.. :)
...
Hi !
I want to blend several textures together using
the alpha channel of the textures.
I have to render an water surface with an oil slick on it.
I want the water (1. texture) to be...
I just found an error message:
WGL Message:System Error: (31):wglCreatePbufferARB:
WGLERR_PBUFFER_CREATE_DRAWABLE_FAILED
appears every time in Visual Studio when I try to create a pbuffer.
...
Hi !
I use a pbuffer to create a texture at runtime.
This works fine on a Intel 82830M under Windows XP with the latest driver.
The same app won't work with a Intel 82845G under
Windows 2000...