I searched the forum but didn’t come up with anything appropriate so here goes:
I am drawing different textures(that may be of different formats, including RGBA with alpha values of their own) and would like to set a specific alpha value to each texture. The value varies from texture to texture.
how is this managable?
how is this managable with gl1.1(under win)?
best practices in such situation?
Vertex alpha? Ofcourse, this is not per pixel but per vertex.
You could also create a different texture for different alpha values. Each texture would have the same color data but different alpha data. This consumes a lot of memory but will work even for GL 1.1 with per pixel alpha.
if you leave gl1.1 and use ARB_texture_env_combine extension, then you could give an alpha value to the texture when its rendered, using GL_CONSTANT_ARB as source for GL_COMBINE_ALPHA_ARB