I'm still very shaky on the multi-texturing subject.
I am implementing multi-texturing for detail texturing of terrain. My problem is the overlying texture seems to decrease in visibility compared to the underlying texture as the surface darkens do to GL_LIGHTING.
Producing this: (not sure how clear that is)
I am using these texture Environments.
Thanks in advance!Code :glActiveTextureARB( GL_TEXTURE0_ARB ); glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, overTexture); glActiveTextureARB(GL_TEXTURE1_ARB ); glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, underTexture); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD_SIGNED_EXT);




