I was able to solve this problem a different way. I overloaded the material
colors to 1.2, and applied a luminosity texture whose average intensity is
0.8. and whose shadows and highlights cancel each other on average. Then
multitexture the bump map on the surface. The average 0.8 cancels the 1.2
material overload, but the 0.8..1 values in the bump map brighten the base
texture, and the 0.6..0.8 values in the bump map darken the base texture.
Dave Yazel
----- Original Message -----
From: David <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, March 21, 2001 12:00 AM
Subject: [JAVA3D] Signed intensity detail textures
I wish to "add" intensity to the base texture during the multi-texturing
pass, or if necessary a second pass. With multipass and blending function
glBlend(GL_DST_COLOR,GL_SRC_COLOR) or glBlendFuncGL_ONE, GL_ONE(GL_ONE,
GL_ONE), everything above 0.5 brightens the color. I am unclear how to
apply a luminescence texture in Java3d and alternatively darken or brighten
the base texture.
To do it *right* I would need a third pass to
glBlendEquationGL_FUNC_REVERSE_SUBTRACT(GL_FUNC_REVERSE_SUBTRACT) the bias
version of the detail with slightly different texcoords, but I don't think
these blending options are not available in Java3d.
Any suggestions?
Dave Yazel
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