Angus Dorbie (dorbie++at++sgi.com)
Mon, 08 Jun 1998 09:43:13 -0700
Well you are free to call down to the gl in draw callbacks, see
www.dorbie.com
for Performer based examples.
I don't see a way of implementing your request. The intention of the
OpenGL
texture environments are fairly clear and you requiring the alpha to act
as a
blender AND as fragment alpha source is very strange, for example it'd
cause
a base polygon color halo around decals if you use it this way. I can
see
that it might be usefull to disable blending and still enable alpha
writes
for subsequent multipass effects or it could be interesting to use the
base
polygon color to add a per vertex colored lining to texture modulated
clouds.
Could you give an explanation of your higher level objective and perhaps
we
can find another rendering approach.
Cheers,Angus.
-- "Only the mediocre are always at their best." -- Jean GiraudouxFor advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/ ======================================================================= List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com
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