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Fahrenheit451

OpenGL detail textures without multi-texturing

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HI, I currently have detail textures applied to my terrain using multitexturing, since that was the first recommendation I read about and it's quite dandy. How would one go about achieving the same thing without multi-texturing? Some of the PC's I work with do not support multi-texturing or volumetric fog, so I would like to create a version of my program that will still give the same effect on those machines - albeit at a reduced framerate. I would think this is muli-pass texturing, but I'm having trouble with the correct OpenGL calls in step 3 (and possibly 1) to get the same effect as with the ARB extentions. Anyone have any ideas? I have tried so many combinations of blending, but I can not get the same effect. Alternatively, since I generate my base texture using a procedural method, do you think it's easier to make a second pass of that generated texture and blend in the detail, so only that texture is applied to the mesh? ie. eliminate steps 3 and 4. 1. setup opengl (lighting, texture) 2. render mesh with texture 3. setup opengl (texutre, blending?!?) 4. render mesh with detail texture 5. setup opengl (texture, blending) 6. render water and so on... Thanks for any replies. F451

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Hi, it all depends on how you apply your detail maps when using multitexturing. If it's a signed addition [ Don't know the ARB extention, it is D3DTOP_ADDSIGNED in D3D ], you achieve a quite similar effect using glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR).

I'm a Direct3D user and I don't know much about the advanced OpenGL features, so I may be wrong :)

HTH..

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Ahh. got it. Thanks for the pointer. I will go and do some more research. The OpenGL call you provided works better than anything I have tried so far. Nice one. Thanks again.

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