I’d like to blend a decal over a skin… I’ve 2 texture coords. one for the skin ‘ST0’, and one for the decal ‘ST1’ (the decal has an alpha channel, and is clamped in S,T to draw it just once and leave the rest of the skin unmodified)
This is what I’m doing… but it’s not working :_(
// the skin texture
glActiveTextureARB (GL_TEXTURE0_ARB);
glEnable (GL_TEXTURE_2D);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// the decal blended over
glActiveTextureARB (GL_TEXTURE1_ARB);
glEnable (GL_TEXTURE_2D);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
Anyone knows why it’s not working or how could be done?
_> Royconejo.