I currently have two stage texturing. First stage is not important - it
works correctly (it is modulate of texture and object color). I have
question about second (and possibly third) stage.

pc - previous unit color
pa - previous unit alpha
tc - current texture color

Currently, for second stage I have following equation using
combine-interpolate

C = pc*(pa) + tc*(1-pa)

and it works as it should. BUT I would like to get something like

C = pc*(pa) + tc*pc*(1-pa)

I have no problem with adding third texturing stage, but I do not see
how it could be done even then...

Or maybe somebody has an idea how to do it in totally different way ? I
have texture with tc,ta (color,alpha), reflection map with rc (color)
and object color from light (oc). I need following result

C = oc*tc*ta + oc*tc*rc*(1-ta)


It suppose it would be possible with following sequence

s0c = anything
s0a = ta

s1c = blend(white)*s0a + rc(1-s0a)
s1a = anything

s2c = s1c*objectcolor
s2a = anything

s3c = s2c*tc
s3a = anything

but this takes up 4 stages. Is it possible to do it in 3 stages (or
maybe even 2 ?). Would it be possible to do in 3 or 2 stages in opengl ?


Artur

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