So I’m missing something. My register combiner code should just draw a white pixel everytime:
glFinalCombinerInputNV(GL_VARIABLE_A_NV,GL_ONE,GL_UNSIGNED_IDENTITY_NV,GL_RGB);
glFinalCombinerInputNV(GL_VARIABLE_B_NV,GL_ONE,GL_UNSIGNED_IDENTITY_NV,GL_RGB);glFinalCombinerInputNV(GL_VARIABLE_C_NV,GL_ONE,GL_UNSIGNED_INVERT_NV,GL_RGB);
glFinalCombinerInputNV(GL_VARIABLE_D_NV,/GL_E_TIMES_F_NV/GL_ONE,GL_UNSIGNED_INVERT_NV,GL_RGB);glFinalCombinerInputNV(GL_VARIABLE_E_NV,GL_SECONDARY_COLOR_NV,GL_UNSIGNED_IDENTITY_NV,GL_RGB);
glFinalCombinerInputNV(GL_VARIABLE_F_NV,GL_CONSTANT_COLOR0_NV,GL_UNSIGNED_IDENTITY_NV,GL_RGB);
But it doesn’t. It seems dependent on the first combiner (if I leave the first combiner unspecified - no glCombinerInputNV calls - then the output is white as expected. As soon as I start specifying the first combiner behaviour, the output is no longer white…).
So what’s the deal? Surely, with that final combiner output spec., the displayed colour should be independant of the first combiner. Some help would be appreciated, as I’m sure it’s a stupid mistake somewhere.
Thanks,
Henry