Re: (originally no subject) Texturing modes

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Angus Dorbie (dorbie++at++sgi.com)
Tue, 09 Jun 1998 13:00:28 -0700


Prakash Mahesh wrote:
>
> Hello all,
> I want to pose my previous question a different way, more
> proactive then reactive. How would one utilize a 4 channel texture
> (RGBA) so that the texture would appear on a surface as in decal mode,
> but would be transparent as a function of its alpha channel? This
> would allow a cookie-cutter decal based on the alpha channel (binary
> with one designating stuff and 0 designating lack of stuff).
>

But that's the same question :-)

If you need decal placement ie blend with polygon color (or lighting
result) as a function of alpha _and_ decal then it can't be done in a
single pass today.

I was hoping for a higher level objective not descriptive algorithmic.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

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