Yes so short question: Is it possible to use any of the RGB components as alpha in Opengl ES 1.1 (fixed pipeline)?
I am rendering frame, fragment color is based on two textures, i woudl开发者_开发技巧 like to increment value of one of textures in one pass, i mean can i run one program on two framebuffers in one pa
Basically, i want to give 3 textures for each corner of a triangle, and interpolate from one texture to another, just like the colors would be interpolated with glColor() on the corners.
I\'ve implemen开发者_开发百科ted a scene using 3 quads, A, B, and C. Quad C is behind quad B. Quad B sits on top of Quad A.
How to turn off multiple texture units because they influence to other render parts. I activate my them:
I\'m trying to draw one cube with different textures for each face. I\'ve come across many tutorials which state that in the display() routines, you need to enable all texture units before ca开发者_St
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
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);
with glMatrixMode(GL_TEXTURE); ..some matrix operations... i can change the current texture transformation matrix. However -开发者_JS百科 it seems it affects not all texture units (i\'m using multi
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