GL Light and multitexturing
I''ve written a simple program that does alphablending via ARB_multitexture.
It works correctly, but I when i enable light only one texture is corrected (unlighted...)
my code looks like :
texture0
combine RGB func : modulate
sourceRGB 0 : texture
operandRGB 0 : src_color
combine alpha func : replace
sourceAlpha 0 : texture
operandAlpha 0 : src_alpha
texture1
combine RGB func : interpolate
sourceRGB 0 : texture
operandRGB 0 : src_color
sourceRGB 1 : previous
operandRGB 1 : src color
sourceRGB 2 : previous
operandRGB 2 : src_alpha
when i enable light on such a scene only texture0 receive light.
How could I make that texture1 receive it too ?
(and all this in one pass...)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement