masking+multitexturing

I use the technique of nehe to make a mask,

glBlendFunc(GL_DST_COLOR,GL_ZERO);
glBindTexture(GL_TEXTURE_2D, this->poTexture->GetIDMask());//Select Our Font Texture
glCallList(this->List);
glBlendFunc(GL_ONE, GL_ONE);
glBindTexture(GL_TEXTURE_2D, this->poTexture->GetID()); //Select Our Font Texture
glCallList(this->List);

and I seek has to make the same thing by using the multitexturing, somebody has an idea?

Thank

You don’t need masking. Just add an alpha channel to your texture and use blending mode SRC_ALPHA, ONE_MINUS_SRC_ALPHA. That way you’ll get away with only one texture.

-Ilkka

thank,
I test that…

kurben