Questions regarding multi-texture excercise

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  • #30579

    In OGLESMultiTexture, the following code is used to set up the combiners for bumpmapping:

         glActiveTexture(GL_TEXTURE0);

         glBindTexture(GL_TEXTURE_2D, m_ui32Stampnm);

         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

         glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);

         glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);

         glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);

         // Set up the Second Texture and combine it with the result of the Dot3 combination

         

            glActiveTexture(GL_TEXTURE1);

         glBindTexture(GL_TEXTURE_2D, m_ui32Crate);

    Is not the following code equivalent to merely using:

         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

         // Set the texture environment mode for this texture to combine

         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);

         // Set the method we’re going to combine the two textures by.

         glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);

    Isn’t the use of GL_TEXTURE in the following line, for the current selected TU, in this case, GL_TEXTURE1?

    Seems like it should be: glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);

         // Use the previous combine texture as source 0

         glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);

         // Use the current texture as source 1

         glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);

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