I can see how that will work with setting the colour- what setting to I have to use 
(in TextureAttributes.setTextureBlendColor() I'm guessing ) on the alpha-channel to 
use the black -> white element of the image for alpha as well as the colour channel?

-ben

-----Original Message-----
From: Artur Biesiadowski [mailto:[EMAIL PROTECTED]]
Sent: 09 October 2002 11:14
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Running greyscale textures into colour/alpha
channels


Ben Moxon wrote:
> How would I go about mixing several textures so that each one fills a colour channel 
>and the alpha channel?
>
> I have created an array of TextureUnitStates, one for each texture, and they are all 
>drawing correctly but each texture is in a grey_scale/alpha format and what I want is 
>for texture1 to be red_channel/alpha,  texture2 to be green_channel_alpha and so on, 
>blending them all so I get a white centre and a mix of other colours around the edges 
>where they merge.


Use BLEND mode + set constant blend color to correct channel on each stage.

Never done this, but it should work this way.

Artur

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

==========================================================================To 
unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to