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  JOGL multi-texturing  (Read 1667 times)
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Offline bahuman

Junior Devvie

« Posted 2006-08-21 09:49:29 »

newb question:
I'd like to have multiple layers of textures on my terrain. What would be the best way to do this? Is there any other way than blending?

And about blending: I render my first texture with depth testing enabled, and depth buffer writes enabled. For the second texture, I disable depth buffer writes, but what do I do with depth testing? If I enable it, wil the new texture be displayed nicely on top of the first, even if the depth coordinate is exactly the same as the first texture? Do I need some kind of offset ?

I'm not quite ready to learn GLSL, or something. I'll be very happy if I get this OpenGL 1.0 thing straight ... Smiley
Offline erikd

JGO Ninja

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« Reply #1 - Posted 2006-08-21 11:41:08 »

This should help:

Offline erikd

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« Reply #2 - Posted 2006-08-21 11:42:32 »

Please note that the above is OpenGL 1.3 and up. Why OpenGL 1.0 anyway?

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Offline Orangy Tang

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Monkey for a head

« Reply #3 - Posted 2006-08-21 12:17:11 »

Uh, GL 1.0 doesn't even have texture objects. Are you sure thats what you're actually targeting/using?

Btw, a depth tests of LEQUAL (less-or-equal) should be fine for multiple passes, as they should have identical depth values. Also, be careful with the blending - you can't blend the first pass or you'll usually get the clear colour leaking though. Usually the first pass is done without blending and the others blended on top.

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Offline bahuman

Junior Devvie

« Reply #4 - Posted 2006-08-21 13:26:25 »

@both: No, I'm not sure I want to use OpenGL 1.0, I'm just saying I don't like my multi-texturing too advanced, that's all  Smiley

@Orangy: I forgot about setting the depth-test to LEQUAL. That'll do the trick, thanks!

@ericd: Thanks for the reference, I'll check it out tonight!
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