Angus Dorbie (dorbie++at++sgi.com)
Mon, 08 Jun 1998 09:46:56 -0700
No, what's being requested is _very_ strange and has limited
application.
Perhaps you have something else in mind, but it's unclear exactly what.
> The standard approach that you mention is GL_DECAL in glTexEnv,
> with four-channel texture. However, not only is the
> framebuffer alpha affected (which can be worked around by subsequent
> rendering into the same area, or by disabling writes into the framebuffer
> alpha channel), but you also have to sacrifice the texture
> alpha channel for this constant value. This means you cannot combine
> this with a RGBA texture that modulates the alpha. Looking at the glTexEnv
> table, I see no other equation that blends Cf and Ct.
> The only thing that comes close is the GL_ADD with RGB texture, which does
> C = Cf + Ct Cc + Cb
> A = Af
> This is not true blending, but at least you have some control external to the
> texture alpha (Cc - the texture "environment color"), and Af is written to the
> framebuffer alpha, as you want.
> I think you can do this through Performer directly too, with pfTEnvMode
> and pfTEnvBlendColor.
>
> Bye,
> Moshe
>
> --
> Moshe Nissim, Orad Hi-Tec Systems
> Tel: (972) - 9 - 7676862
> Fax: (972) - 9 - 7676861
> Email: moshe++at++orad.co.il
>
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