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biotech

multitexturing

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biotech    122
is there anybody who knows how to turn off multitexturing and go back to normal texturing mode? (i know this should be simple belgrade-yu

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Crawl    136
Just disable texturemapping in all the texture units except GL_TEXTURE0_ARB,.....

ex.

glActiveTextureARB( GL_TEXTURE1_ARB );
glDisable( GL_TEXTURE_2D );
glActiveTextureARB( GL_TEXTURE0_ARB );

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TravisWells    276
No, since normal multitexturing mode is really just multitexturing with only texture unit 1 active.

So if you disable all texturing units except for 1, and set the active unit to 1, it''s the same as "normal texturing" mode (since it is exactly the same)

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biotech    122
sorry but i mentioned it because i was using normal tex mode and then i switched to multitexturing but then every texture that was binded with normal mode was very dark(very strange) and multitexture maps were ok.

belgrade-yu

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Crawl    136
Can you show some of your code? it would help alot... it might be you passed some wrong parameters to glTexEnvf..

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biotech    122
i will have to look some old cd''s,but i can remember that i
had this problem,it was very annoying and i haven''t got the answer untill you came...ok thanx again.
do you know accidentaly how to import keyframes from 3ds? (i know how to import data)

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lilKen    122
for multitexturing there are multiple blending methods.After activating the second texture unit you can select the method you want/need by doing one of the next:
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_ADD);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
the methods are self explanatory
if you need more control over blending you could use GL_COMBINE_RGB_EXT
now I realllllly need to get some sleep

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