hi there !
i’m back with another problem : this time is dot3 bump map : how to “disable its effect ?” i first render in one pass the bumped polygon : this one is just working fine, so is the 3D or 2D/1D texture for lighting but the base texture is replace with well nothing, ti’s just pure white. I’m rendering my bumped poly with this :
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, 20);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glEnable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB); // Activate the texture unit
glBindTexture(GL_TEXTURE_2D, 21); // Bind the texture
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); // Setup the whole thing
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGBA_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glEnable(GL_TEXTURE_2D);
which is working just fine.
after this i put a glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); for each texture unit but it didn’t work
so if there are any idea, please let me know.
another point : as i copied the sample code from an ati tutorial, i don’t really know what it does : how to specify a light direction for instance ?
thanks for your help
wizzo