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cippyboy

3 texture units in 2

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I first saw this on Serious Sam(first or second encounter... don`t remember). And now it`s fairly used in games like Unreal and the like. Basicly we have a diffuse map, a detail map, and a lightmap. After seeing what the env_combine funcs can do, I came up with the idea for that 1 texture unit->Base Map*Detail Map(actually I use the GL_INTERPOLATE_ARB, but can`t figure out where to best put the Detail Map) 2 texture unit->LightMap This is what I use for that stuff ->
//

         glActiveTextureARB(GL_TEXTURE0_ARB);
//

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

                                          // now setup Arg0

    glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB_ARB,GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND0_RGB_ARB,GL_SRC_ALPHA);
                                          // now setup Arg1

	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_PREVIOUS);
    glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND2_RGB_ARB,GL_SRC_COLOR);
//	

	glActiveTextureARB(GL_TEXTURE1_ARB);
//

	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
    glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_MODULATE);
                                           // now setup Arg0

    glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB_ARB,GL_PREVIOUS);
    glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND0_RGB_ARB,GL_SRC_COLOR);
                                          // now setup Arg1

	glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_RGB_ARB,GL_TEXTURE);
    glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND1_RGB_ARB,GL_SRC_COLOR);
My problem is-> If I`d normally use 3 texture units to make this stuff(and I wouldn`t bother anymore), everything would be just fine, but this way I won`t be able(or don`t know how to) scale the alpha map(which is the Detail Map), any help would be apreciated Edit:To clarify-> I mean I can`t use the
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(size,size,size);
glMatrixMode(GL_MODELVIEW);
to show detail upclose [edited by - cippyboy on June 1, 2004 12:33:48 PM]

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Try this and see if it works:


glBindTexture(TextureID);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);

glBindTexture(DetailTextureID);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(DetailLevel, DetailLevel, 1);
glMatrixMode(GL_MODELVIEW);

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