Jump to content
  • Advertisement
Sign in to follow this  
Marlitan

Switch glBlendFunc into multisample glTexEnvi

This topic is 1112 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi

 

  I'm trying to switch glBlendFunc, which was combining two textures into

multisample approach using more texture unit. I could find equivalent for some

options, but i'm still struggling with others. 

 

  This is my current problem, i'm trying to switch from:

     Tex1.bind

      draw face

      glBlendFunc (GL_DST_COLOR, GL_ONE_MINUS_DST_ALPHA)

      Tex2 bind

       draw face

 

   to:

      ActiveTexture0

         tex1.bind

      ActiveTexture1

          glTexEnv ( ??? )

              [maybe more glTexEnvs....]

         tex2.bind

      drawface

 

where I am trying to find proper settings from glTexEnv to have same result

as with glBlendFunc.

 

Thanks

     Martin

  

Share this post


Link to post
Share on other sites
Advertisement

https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml - there is no glTexEnv that works on 1 - dest alpha.  You might be able to work something out by swapping your textures 0 and 1, and you probably will be able to work something out by using a GL_COMBINE mode with GL_INTERPOLATE.

 

To be honest, when fixed function texture combining gets to this stage it gives me a headache.  You're better off writing a shader.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!