I've got two textures mapping to a surface, one is a checkerboard (the pattern on the floor) and one is a lightmap, both of which are blending and presenting just fine. What I'm having trouble with is making the lightmap texture translate prior to blending. I need to do this so I can simulate a flashlight scanning across the floor....
Code:
//Floor - Checkerboard
float fF = 3.0; //Floor Factor
//Checkerboard texture
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);//turn on mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//Spotlight, modulate on checkerboard
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[4]);
**glPushMatrix();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(5.0, 5.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();**
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
float vals[4] = {0.0, 0.0, 0.0, 0.5};
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, vals);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
float spot_x = 1;
float spot_y = 1;
glBegin(GL_QUADS);
glNormal3d(0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, fF);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, spot_y);
glVertex3fv(d);
glMultiTexCoord2f(GL_TEXTURE0, fF, fF);
glMultiTexCoord2f(GL_TEXTURE1, spot_x, spot_y);
glVertex3fv(c);
glMultiTexCoord2f(GL_TEXTURE0, fF, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, spot_x, 0.0);
glVertex3fv(e);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glVertex3fv(g);
glEnd();
I've tried putting the six lines of code inside the **'s in several locations, thinking maybe the OpenGL state machine needed it somewhere specific, but nothing seems to give me the effect I want.
Anyone done this before? I can't find any information in either of my OpenGL books, or online about translating AND blending textures. I might be looking for the wrong thing, but I've been beating my head against a wall for two days now. Any help at all would be awesome.
Thanks