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StormbringerCSP

Dynamic lighting in multitexturing environment

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I've got a problem with a multitexture renderer using dynamic lighting: Only the first texture is being lit, all the others are not. Here's the rendering code:
    
	// dynamic lighting

	glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_diffuse);

	glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
	glLightfv(GL_LIGHT0, GL_AMBIENT, col_ambient);
	
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	
	glEnable(GL_LIGHTING);
	glEnable(GL_COLOR_MATERIAL);
	glLightfv(GL_LIGHT0, GL_POSITION, m_pTerrainData->m_faLightPos);
	glEnable(GL_RESCALE_NORMAL);

	glNormalPointer(GL_FLOAT, 0, m_pTerrainData->m_paNormals);
	glVertexPointer(3, GL_FLOAT, 0, m_pTerrainData->m_paVertices);

	if(m_pTerrainData->m_bEcosystemMode == ECOSYSTEM_MODE_SHARP)
		glColorPointer(4, GL_FLOAT, 0, pcColArraySharp);
	else
		glColorPointer(4, GL_FLOAT, 0, pcColArraySmooth);
	
	// Pass 1: LERP(C0.RGB, T1, T2)

	// the amount of coverage of tex1 and tex2 is stored as the RGB

	// value in the vertex color array (R == G == B == coverage)

	// texture0 and texture1 are blended in this pass

	glDisable(GL_BLEND);

	// texture 1

	glActiveTextureARB(GL_TEXTURE1_ARB);
	glClientActiveTextureARB(GL_TEXTURE1_ARB);
	glTexCoordPointer(2, GL_FLOAT, 0, m_pTerrainData->m_paTextureCoords);	

	glEnable(GL_TEXTURE_2D);

	glBindTexture(GL_TEXTURE_2D, pTextures[1].iGLTexHandle);

	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);

	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);

	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);

	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);

	// texture 0 

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glClientActiveTextureARB(GL_TEXTURE0_ARB);
	glTexCoordPointer(2, GL_FLOAT, 0, m_pTerrainData->m_paTextureCoords);
	glEnable(GL_TEXTURE_2D);

	glBindTexture(GL_TEXTURE_2D, pTextures[0].iGLTexHandle);
	
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	for(y=0; y<m_pTerrainData->m_iMeshWidth-1;y++)
	{
		// the triangle strip to draw the terrain mesh

		glBegin(GL_TRIANGLE_STRIP);
		for(x=0; x<m_pTerrainData->m_iMeshWidth-1; x++)
		{
			glArrayElement(y*m_pTerrainData->m_iMeshWidth+x);
			glArrayElement((y+1)*m_pTerrainData->m_iMeshWidth+x);
			vertcount += 2;
		}
		tricount += m_pTerrainData->m_iMeshWidth*2;
		glEnd();
	}

	// Pass 2: LERP(C0.A, T3, FB)

	// texture3 blended with the result of the previous rendering pass

	// blending map is stored as alpha in the vertex color array



	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glActiveTextureARB(GL_TEXTURE1_ARB);
	glDisable(GL_TEXTURE_2D);

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glBindTexture(GL_TEXTURE_2D, pTextures[2].iGLTexHandle);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);

	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);

	
	for(y=0; y<m_pTerrainData->m_iMeshWidth-1;y++)
	{
		// the triangle strip to draw the terrain mesh

		glBegin(GL_TRIANGLE_STRIP);
		for(x=0; x<m_pTerrainData->m_iMeshWidth-1; x++)
		{
			glArrayElement(y*m_pTerrainData->m_iMeshWidth+x);
			glArrayElement((y+1)*m_pTerrainData->m_iMeshWidth+x);
			vertcount += 2;
		}
		tricount += m_pTerrainData->m_iMeshWidth*2;
		glEnd();
	}
    
Thanx for your help! Regards, Stormbringer [edited by - StormbringerCSP on March 30, 2003 1:04:45 PM]

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