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