Graham Jones (graham.jones++at++sharp.co.uk)
Wed, 22 Jan 1997 10:02:53 +0000
Ran Yakir wrote:
> Color matrix (and also colour matrix) can be applied to texture loads
> on InfiniteReality, Impact and O2. On RE, RE2 and VTX it is applied
> only to pixel transfers (glCopyPixels, glDrawPixels).
Would I be right in thinking that, on InfiniteReality, the colour matrix
is not applied when an object is rendered with a texture, but only when
the texture is sent to the hardware then?
So I wouldn't be able to render the same object three times with three
different colour matrices without downloading the texture three times
(I'm trying to avoid all that data flying around the place).
> > I wrote originally:
> > 2) Performer question - the pfTexEnv::setComponent call allows one
> > component of an RGBA texture to be selected and used as a single
> > component intensity texture.
Ran Yakir wrote:
> The setComponent call is valid only in IrisGL on RE2. On all OpenGL
> machines, interleaved textures are supported through the
> GL_DUAL_TEXTURE and GL_QUAD_TEXTURE parameters in OpenGL, and not
> through the texture environment.
So you are saying I will need to resort to using the OpenGL calls after
applying my Performer texture, as Angus suggested.
I'll have a go but I might have a few more questions if it doesn't come
off!
Thanks for all your help.
Graham.
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England Graham.Jones++at++sharp.co.uk
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