RE: Ignoring texture alpha

"Bill Pullan" <[email protected]>
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
Initially I was worried that upgrading would break everything, but it went very smoothly...i'm using GL_COMBINE_EXT now and it works a treat. Thanks.


-----Original Message-----
Sent: 10 March 2005 10:51
To: Multiple recipients of list OPENGL-GAMEDEV-L

it is looks like u r using OpenGL 1.1. Why don't u use newer versions?. You can simply define a CG shader or fragment program to indicate how to combine texels RGBA with fragment color. In that case, u can ignore alpha channel. 
Register combiners operations like COMBINE_EXT even works.

Rix



----- Original Message -----
To: "Multiple recipients of list OPENGL-GAMEDEV-L" 
<[email protected]>
Sent: Thursday, March 10, 2005 6:26 AM


>
> It's possible, but I could that'd mean storing double the amount of
> textures which could be quite large. I've found a way of doing it using
> extensions (COMBINE_EXT) but the version of opengl I'm using doesn't
> support them :-(
>
>
> -----Original Message-----
> [email protected]
> Sent: 10 March 2005 10:01
> To: Multiple recipients of list OPENGL-GAMEDEV-L
>
> Why don't you duplicate the texture in that case ?? Keep your original
> with the alpha channel and make a copy wihout and use that. Would this
> be possible ??
>
> Pascal Gane
>
> [email protected] wrote on 10/03/2005 09:36:22:
>
>
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> -- 
> Author: Bill Pullan
>  INET: [email protected]
>
> Fat City Hosting, San Diego, California -- http://www.fatcity.com
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Author: Bill Pullan
  INET: [email protected]

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