Angus Dorbie (dorbie++at++multipass.asd.sgi.com)
Wed, 18 Jun 1997 19:50:42 -0700
Yes, use:
glBlendFunc(GL_ONE, GL_ONE);
in a draw callback for the projective thermal pass.
You'd also have to enable alpha blending but the safest approach in a
performer draw callback would be to do this:
pfTransparency(PFTR_BLEND_ALPHA);
pfOverride(PFSTATE_TRANSPARENCY, PF_ON);
glBlendFunc(GL_ONE, GL_ONE);
// also consider a glPolygonOffsetEXT call if needed, remember to undo
Then in the post draw you probably want to do something like:
pfOverride(PFSTATE_TRANSPARENCY, PF_OFF);
You may also want to issue the normal src alpha, one minus src alpha
in the post draw but that will depend on what else you do in the
application and the scene graph.
Cheers,Angus.
--
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