glActiveTextureARB(GL_TEXTURE0_ARB);
// Bind color map
glActiveTextureARB(GL_TEXTURE1_ARB);
//Bind detail texture
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD_SIGNED_EXT);
Combinerfunction to GLSL
Hello!
I have 2 textures: a color map and a detail texture.
Without GLSL I use a combiner function to combine these textures:
Now I must do this combiner operation in a GLSL shader. Therefore I tried two things
1.) Multiply the color myp with the detail texture
2.) Add the detail texture to the color map.
Both ways *work* but 1.) outputs a dark result and 2.) a to bright result.
Can someone please give me hint how to fix this and/or how "GL_ADD_SIGNED_EXT" exactly works (formula)?
Thank you,
Yes. With ps you could do any pixel operation as you wish. The basic formulas are just like the alpha blend.
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