Java-Gaming.org    
Featured games (78)
games approved by the League of Dukes
Games in Showcase (429)
Games in Android Showcase (89)
games submitted by our members
Games in WIP (468)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  How to handle more texture units than allowed  (Read 1012 times)
0 Members and 1 Guest are viewing this topic.
Offline DavidYazel

Junior Member




Java games rock!


« Posted 2003-08-01 02:38:49 »


How exactly do you handle rendering more texture units than the card supports.  I have heard "fall back to multipass rendering" but other than alpha blending one layer onto another I am unsure how to achieve this.

Can someone enlighten me?

David Yazel
Xith3D Project Founder
http://xith3d.dev.java.net

It may look complicated, but in the end it is just a bunch of triangles
Offline DrLabman

Junior Newbie




Opengl games rock!


« Reply #1 - Posted 2003-08-01 09:03:24 »

You draw the polygon as normal with the first textures.
You then bind the new textures.
Enable glBlend and choose the correct blend function (the options are listed in section 4.1.7 in the gl Spec document)
Draw the polygon again with the new textures.
Disable gl_Blend

or in code form:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
//Draw normally here

//change the texture env (fiddle with them until you get the right effect
gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_DECAL);

//change the blend function to the wanted effect
//this one is a double modulate blend
//you should be able to get all of the same glTexEnv's you can get in single pass rendering with diffrent blend functions
gl.glBlendFunc(GL.GL_DST_COLOR, GL.GL_SRC_COLOR);
//enable blending
gl.glEnable (GL.GL_BLEND);

//bind new textures

//draw the polygon again here

gl.glDisable (GL.GL_BLEND);

QMB Quake Engine - http://qmb.quakepit.com
Offline DavidYazel

Junior Member




Java games rock!


« Reply #2 - Posted 2003-08-01 10:55:14 »

Thanks a bunch!

David Yazel
Xith3D Project Founder
http://xith3d.dev.java.net

It may look complicated, but in the end it is just a bunch of triangles
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

theagentd (6 views)
2014-04-24 23:00:44

xsi3rr4x (83 views)
2014-04-15 18:08:23

BurntPizza (75 views)
2014-04-15 03:46:01

UprightPath (86 views)
2014-04-14 17:39:50

UprightPath (69 views)
2014-04-14 17:35:47

Porlus (86 views)
2014-04-14 15:48:38

tom_mai78101 (109 views)
2014-04-10 04:04:31

BurntPizza (169 views)
2014-04-08 23:06:04

tom_mai78101 (265 views)
2014-04-05 13:34:39

trollwarrior1 (217 views)
2014-04-04 12:06:45
List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!