Re: (originally no subject) Texturing modes

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Moshe Nissim (moshe++at++orad.co.il)
Tue, 09 Jun 1998 11:02:25 +0300


> No the original request said At for blend, in otherwords it doesn't want
> to
> use a constant alpha value I've isolated the relevant parts of the
> email:
>
> "C = (1-At)Cf + At(Ct)"
> "A = At"
> "At is the alpha channel for the texel"
>
> I agree what you describe isn't as strange but it's not what was
> requested.
> Looks like you did have something else in mind.

Agreed. I took only the point of blending fragment and texturecolors from the original post, changing the blend control as
suited me :)

> Agreed, this would be usefull, but so could lots of other fragment
> operations.
>
> Right now most obviously and more usefully for me which the above
> approach
> could also give me.
>
> Cv=(1-Af)Cf+AfCt

I would go with this as well.I have trouble combining the above paragraph and the subsequent fix
message. Is the above formula feasible?

>
>
> But 3D texture can handle this.

> The permutations from extending current functionality rapidly explode,
> everyone requires a different operation and the fragment operation
> w.r.t.
> the lighting equation (diffuse vs specular) is much more of an issue.

But a different issue. The lighting equations are separate (at leasecurrently) from the texture-environment equations, and these in turn
are separate from the blending equations. I guess this has to change
when we'll move (hopefully!) to pixel-level lighting.

> What's needed is something more powerfull than half a dozen pre canned
> texture environments, but that requires another look at the glTexEnv.
>

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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