Hello again,
I want to do dot3 bump mapping with ARB_texture_env_combine. So far, that's no problem. I also got the gloss map working for the specular pass, so now four texture units are in use, the gloss map bound to unit four.
But after the specular pass, I would like to do some blending by destination alpha, but somehow, the alpha value doesn't make it into the framebuffer, no blending occurs (and it WORKS when drawing a third pass with glColorMask and so only drawing to the alpha component of the framebuffer, the blending works fine, so that's not the problem for sure). The gloss map texture *has* an alpha value which would be suitable, but I do not really know how the code should be, at the moment it is
// tu 4: gloss map
glActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, glossmap);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
and I tried several other parameters (due to the lack of a good tutorial it's more or less trial and error), but nothing seems to work.
any idea? I guess it's absolutely trivial once you know how to..
Thanks
Jan
[This message has been edited by JanHH (edited 12-25-2003).]
[This message has been edited by JanHH (edited 12-25-2003).]



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