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".