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FlyingDemon

OpenGL Specular/gloss mapping with multitexturing

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I was woundering if its possible do specular/gloss mapping using openGl multitexturing. By specular and gloss mapping i mean using a texture to define what parts of a polygon are reflective and which parts aren't.

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i doubt it's possible using OpenGL core (non-shader that is)

but you might want to try register combiners or just use ARB_fragment_program, i'd even say it would be easier, especially if you used GLSL or Cg

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Tried GL_INTERPOLATE?
(Source0*Source2 + Source1*(1-Source2))

Source0 = Normal Texture.
Source1 = Reflective texture, using Sphere/Cube mapping or something
Source2 = Specular/Glossmap intensity map.

White in the Source2 bitmap would give full normal texture, Black in the Source2 bitmap would give full reflective texture. Anything in between would give a mix.

Come to think of it, you could probably fake a Fresnel effect using a multi-pass approach with this :)





[Edited by - DEVLiN on October 13, 2004 1:31:58 AM]

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