I'm having a problem getting accurate primitive colours when I'm using multi-texturing elsewhere in the scene. Basically, I have some lines and polygons that I am trying render over a video texture (I'm using 3 stage multitexturing to create the video texture)... Anyhow, I know the problem is not alpha related... In fact, I know that in ...
Good day.
I draw a scene with shadows using shadow maps method (when we're rendering scene from light point of view to retrieve depth buffer, making shadow texture and projecting it on the scene, rendered from a camera point of view)
As I use shadowmap texture, all other textured objects, of course, lose their texturing.
But I really DO ...
How i can disable lighting for only one of the textures in this multitexturing scheme? I tried to use glDisable(GL_LIGHTING) and glEnable(GL_LIGHTING) but it doesnt remember the settings when i render the quad.
Here is the code snippet:
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glDisable(GL_TEXTU...
I have this for now:
//Setup a move to the current position.
glLoadIdentity();
glTranslatef(squarePosition.x, squarePosition.y, 0);
//A simple base texture for "diffuse map".
glBindTexture(GL_TEXTURE_2D, spriteTexture[0]); //Bind.
//Draw vertex/texture into the framebuffer.
glVertexPointer(2, GL_FLOAT, 0, spriteVer...
I've seen as many different parameters as many source codes I saw. Is there a description can be found somewhere that refers all about those parameters in details?
...
Hi!
with
glMatrixMode(GL_TEXTURE);
..some matrix operations...
i can change the current texture transformation matrix. However - it seems it affects not all texture units (i'm using multitexturing)
how can i change the texture matrix for different texture units?
thanks!
...
I have a texture from this PNG:
And another from this PNG:
They both have the same blend function:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
I want to see them on one single polygon first. I just couldn't find a simple example of this. Draw them to different polygons works perfect, but I just cannot "merge" them into one text...
I have 4 textures used in a multi-pass effect with the color map at the highest quality - which for this example is 512x512. Currently the Normal, Specular & Parallax maps are the same dimensions. The additional maps are taking a significant portion of VRAM. This seems incredibly wasteful.
My intention is to reduce the size of the multi...
Hi all,
i'm experimenting a bit with C# and XNA. Going through the advanced "Riemers tutorials" helped me a lot, but i want to make my terrain even better. I have a simple game where player controls a tank and destroys other buildings and tanks. I would like to somehow draw the effects of the explosion on the terrain. The effect i want ...