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OpenGL: "Opacity maps"


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#1 Someone   Members   -  Reputation: 122

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Posted 15 February 2000 - 11:49 AM

Hi! I''m just wondering if it''s possible using some commands in OpenGL to mix 2 texture maps together. Meaning, I load an image as the base texture and then load another one to affect only one of the color components (i.e. like only loading it to affect the alpha values of the first texture)? Is there some command to achieve this? The only way I''ve figured out so far is to edit the actual bits of the first texture. Is there a better way?

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#2 Spellbound   Members   -  Reputation: 122

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Posted 15 February 2000 - 12:10 PM

You''ll have to use extensions in order to do multitexturing.

I believe the extension is EXT_ARB_MULTITEXTURE, or something like that. I haven''t come to extensions yet with OpenGL so I really don''t know how to use them.



#3 Someone   Members   -  Reputation: 122

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Posted 15 February 2000 - 02:38 PM

You know where I can find documentation on the extensions? Can''t find any in the MSVC++ 6.0 Help...

#4 kill   Members   -  Reputation: 146

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Posted 15 February 2000 - 03:08 PM

try www.opengl.org

#5 Spellbound   Members   -  Reputation: 122

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Posted 15 February 2000 - 04:52 PM

try OpenGL Developer Tools

#6 druid-   Members   -  Reputation: 122

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Posted 16 February 2000 - 05:38 AM

SGI recently moved their extension registry to their open source site. Here''s the link:

http://oss.sgi.com/projects/ogl-sample/registry/

although ARB_MULTITEXTURE doesn''t seem to be there. Michael Gold (of NVIDIA) has a list of the extensions their chips support. It has a short description of ARB_MULTITEXTURE, a link to the spec, and an example program.

http://www.berkelium.com/OpenGL/NVIDIA/extensions.html



Scott Franke [druid-]
sfranke@usc.edu
druid-'s GL Journal
http://www.gamedev.net/opengl





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