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OpenGL Calculating Tex(s1,s2) - Tex(s3,s4) using only the fixed pipeline and blending

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Original post by Deliverance
So how would you go about calculating that without shaders/register combiners?

Using OpenGl.

I figured it out! What i needed this for was emboss bump mapping. I now this technique is obsolete for almost a decade but i did it just for fun. I was a kind of dissapointed that the effect was too subtle. Anyway i implemented the signed addition by using two textures.

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