glTexEnv is driving me crazy

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2 comments, last by Eitsch 18 years, 10 months ago
what i want:

// The Gras
/*glActiveTexture(GL_TEXTURE0);     
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,textur_liste[0]);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
    */

// The Alpha map 
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,textur_liste[1]);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);

    // The Detailtexture
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,textur_liste[2]);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
The detail and the Gras Texture are patterns. The result with all 3 layers: The Result with disabled gras layer: The Textures: i have tested it in the ATI texEnv Simulator but there are only 2 layers but it looks like a combining problem beetween gras and the others. The ATI Simulator: http://www.ati.com/developer/sdk/rage128sdk/Multex/OGLMultex.html i am getting silly with this stuff. please help.... [Edited by - Eitsch on June 29, 2005 6:55:54 AM]
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From the first images it looks like what you want is detail*mask+ grass*(1-mask). For that you would use GL_INTERPOLATE combine mode. So it would be something like this (using GL_ARB_texture_env_crossbar so we can use other texture units for the sources)...
//texture unit 0 = detail//texture unit 1 = grass//texture unit 2 = maskglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);glTexEnfv(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);glTexEnfv(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1);glTexEnfv(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE2);glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);glTexEnfv(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);glTexEnfv(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
There are most likely typos or other errors in there since I haven't tested it, but I think something like that should be what you want. Hope it sets you on the right track, and good luck.

EDIT: Added link to GL_ARB_texture_env_crossbar spec. And in case you don't know, here's the GL_ARB_texture_env_combine spec.

[Edited by - Kalidor on June 29, 2005 9:18:00 AM]
Does your videocard support 3 texture units? If it doesn't, that'd explain the black result. Also, since your texture combination expects all of the textures to be present, you can't expect the result to be perfect when you've disabled a texture. Beyond that, I'm out of ideas (I haven't fiddled with this stuff because my videocard only supports 2 texture units).
4 texture units are suppored...really strang

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