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  LWJGL - Fade Textures into eachother  (Read 690 times)
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Offline Ikaron

Junior Newbie





« Posted 2012-11-11 19:10:27 »

Hello there, I'm new to this forum (But not too much to LWJGL Wink) and I was looking for a way to fade 2 textures into eachother. But no time based fade, more like a Quad, that has the one texture on the one side, and the other texture on the other side, and fades between those two. I tried using 2 quads that faded into nothing, but that made the other one that faded the other texture in the other direction disappear. I haven't found any other way, and don't find anything on the webs. Any ideas?
Thanks for your time.
Offline Sickan

Senior Member


Medals: 7



« Reply #1 - Posted 2012-11-11 19:11:17 »

I would be very interested in something like this, too!

Cheers Cheesy

I'm just here to learn.
Offline Ikaron

Junior Newbie





« Reply #2 - Posted 2012-11-11 19:20:07 »

Well, I found a way by displacing the second quad just a tiny bit, that of course is a really dirty method, but seems to be the only way.
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Offline Danny02

JGO Knight


Medals: 36



« Reply #3 - Posted 2012-11-11 19:36:00 »

without shaders:
render a quad two times. The first one should be rendered just as always. but the second one is a bit more tricky, the quad needs vertex color attributes, where on one side it has an alpha of 1 and on the other 0. then you have to render the second quad with depth-testing to equal and alpha-blending enabled.

with shaders:
everything is easier^^. just create a shader who reads 2 textures and blend them together depending on a vertex attribute.

some simple blending I did some time ago, based on the idea found in this blog post http://www.m4x0r.com/blog/2010/05/blending-terrain-textures/
Offline Ikaron

Junior Newbie





« Reply #4 - Posted 2012-11-11 19:42:17 »

Thanks! I was missing the glDepthFunc(GL_EQUAL) call! Thank you really much Cheesy
Offline davedes
« Reply #5 - Posted 2012-11-11 20:54:06 »

Using shaders is very simple and much more flexible. Full code here.

Textures:



Mask: (alpha)


Result:

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