Original Post
I've heard alot of this problem but I don't know what to do about it. I've searched the forum but didn't find any results so I hope you guys can help me. First have a look at this screenshot:
Quote:
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, bakgrund[2].texturId);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
Quote:
Well, as you can see, the fog is loaded in the startup and then later the texture that should be blended is, well, blended :)
Quote:
Original post by Maxwan
mikeman:
"Can you describe what's in the texture units?What texture is in tex1 and tex2?What are you using them for?"
The first texture is, well, it's nothing but if I don't have that one the second will not be visible cause that one is blended.
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Original post by Maxwan
"There is no texture that needs to be blended.There are the fragments the compose the water that need to be blended with the background(colors already present in the buffer).Or maybe I'm misunderstanding something here?"
I don't really understand what you mean. Maybe you're right but I guess that the texture still needs to be blended. Agh, damn, I don't know... :)
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Original post by Maxwan
vincoof:
"It looks like your water is multitextured in multipass, and that one of the passes doesn't enable fog."
Both passes the fog cause if they didn't, then it would look alot diffrent. If I do not missunderstand you.
Quote:
Original post by vincoof Quote:
Original post by Maxwan
vincoof:
"It looks like your water is multitextured in multipass, and that one of the passes doesn't enable fog."
Both passes the fog cause if they didn't, then it would look alot diffrent. If I do not missunderstand you.
You understood me very well, but I still think one of the passes doesn't hit fog. Why ? Because if all passes hit fog, you could not notice any detail above line #3. And I can see some kind of "detail" in shades of light blue and grey (probably texture mapping of zone #1) above this line, so it means not everything is fogged.
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