lighting question

is it possible to activate lighting for texture unit 1 and deactivate it for texture unit 2-n ?
i need this because i want to use dynamic lighting for my landscape AND texture-blending by coverage factors.

The light never affects a texture unit, it affects the color of the object, that - modulated - with a texture gives it the illusion of affecting the texture.

you should use the Texture_env_combine extension. then you can modulate with the color in what ever stage you want.

so it’s not possible ?

Yes it is, with the texture_env_combine extension (and other more advanced extensions aswell).

ok :
if i enable lighting, it’s for all texture units.
so, i have to read the coverage-factors from another texture…

my problem is that i want to use lighting together with texture blending…
but maybe there’s another solution (with no lighting at all)

@all who understand the coverage-thing :
in the delphi3d-article it is described how to blend 3 textures.
if i remember correctly, one texture is drawn 100% opaque, and the others are blended over it.
so, if i just don’t draw the first (opaque) texture, everything that has already been drawn there should not be affected if i set the coverage factors to 0% & 0%. right ?

if so, everything is fine. if not, i’m unhappy.

thats because -> read my “pretty advanced outdoor engine”-thread.

[This message has been edited by HamsterofDeath (edited 01-31-2003).]

>>>my problem is that i want to use lighting together with texture blending…
but maybe there’s another solution (with no lighting at all)<<<

What’s stopping you?

Tell me what the equation is and I’ll give you code how to setup the combiners. Or wait until I post a download for people to test part of my software.
You can play with it and see what you need.