| Newsgroups |
gmane.games.devel.opengl |
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Fat City Network Services, San Diego, California |
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<[email protected]> |
If your graphics card supports the GL_ARB_texture_env_combine extension or
OpenGL 1.3, then you can specify separate texture functions for RGB and Alpha.
Here's an example using...
// Set the texture environment mode to ARB_texture_env_combine.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// Set the texture environment combiner properties for the
// RGB color channels.
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
// Set the texture environment combiner properties for the
// alpha channel.
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
Hope this helps,
Damin.
In a message dated 3/10/2005 3:49:30 AM Central Standard Time,
[email protected] writes:
Hi,
I have a texture which is of the format GL_RGBA and there is
information in the alpha channel. The problem is that I want to ignore
the alpha channel when drawing, but still use vertex colour/alpha. I
can't seem to find any way to do this via the texture functions. At the
moment I'm using GL_MODULATE but I get C=CfCt and A=AfAt, but I want
C=CfCt and A=Af. I can't change the texture to GL_RGB as I actually
render it using the alpha channel in other places.
Any ideas?
cheers,
Bill.