Original Post
Hi there, Im using Multitexturing with 4 units. I currently have this config for the blending Base = 100% Cliff = RGB Detail = ALPHA Lightmap = ALPHA I would like to have Base = 100% Cliff = R Detail = G Lightmap = B Can any1 help me set this up, is it possible? Here is how i set the Detial/light map And here is how i set the cliff texture Now all i want to do is set them at the end instead of GL_SRC_COLOR to GL_SCR_COLOR_RED or GL_SOURCE_COLOR_BLUE and so on. Is this possible? If not can i set a main colour multiplier which changes the lighting of the object?
[Source]
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
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glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,CliffTexture);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(0.15f,0.15f,0.15f);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
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