advanced texture blending

heya i moved on to other issues:

  1. setting complex blending options per texture. (photoshop style: overlay, diferrence…) so that for a number of textures with different alphas and blending the result would be accumulative.
  2. how do u set brightness/contrast per texture? i searched the whole forum and no such question was answered.

all of these prefereably in gl1.1 but i’m open to suggestions.

cheers :wink:

This can be very easy with fragment programs. If you want to stick to gl 1.1, then I’ll let the elder answer you, because I long left register combiners and even GL_COMBINE.

Anyway, looks like I provided three answers, this should be enough to google.

SeskaPeel.

This should be helpful:

http://tfpsly.planet-d.net/english/3d/multitexturing.html

  1. Blend the textures with the available blend modes using glBlendMode() and glEnable(GL_BLEND). You should nota that this is very limited in GL 1.1.
  2. Before uploading a texture you could apply your own contrast/brightnes settings on the color data. SetDeviceGammaRamp will do the same thing but for the entire window.

Hope this helps,
Jay