Hello!
I’ve got the following problem:
I want to use the TexEnv of a Texture Unit without a texture but I’m afraid of performance loss:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, NormCubeMap);
glEnable(GL_TEXTURE_CUBE_MAP);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1, GL_TEXTURE1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, Bump);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1, GL_PREVIOUS);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, nomap);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1, GL_PREVIOUS);
Here I use Texture Unit 2 only for taking the square of Texture Unit 1. But if I disable textureing the Texture Environment won’t work. But how can I use this Texture Unit only for Texture Env. I don’t pay the cost of sampling a texture here…
Thanks for any help!
“If it looks good, it is good computer graphics”
“If it looks like computer graphics, it is bad computer graphics”
Corrail
corrail@gmx.at
ICQ#59184081