Hi,
and BlendFunc DST_COLOR is actually a more complex
operation than a multiply as I wrote.
GL_DST_COLOR (Rd/kR,Gd/kG,Bd/kB,Ad/kA)
where
Rd, Gd, Bd, Ad are RBGA color dst;
kR, kG, kB, KA are the alpha Blend value
Rd, Gd, Bd, Ad are RBGA color dst;
kR, kG, kB, KA are the alpha Blend value
I guess I simplifie too much the blend
operation BlendFunc(DST_COLOR,ZERO) :
myBlendedPoly = myPolygon *
background' +
background * 0;
BLEND - blends the texture blend color with
the incoming color.
or
myBlendedPoly = myPolygon * background' ;
where:
background' is background
with DST_COLOR function applied.
Anyway your tip give me a ideia.
I will check how a shape with a single TU and
set textureattributes as BLEND works...
Maybe works better than DECAL as I am
using.
- C'rgb = Crgb
(1 - Ctrgb) + Cbrgb Ctrgb
C'a = Ca Cta
Alessandro
----- Original Message -----
From: "Justin Couch" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, March 14, 2003 1:48 PM
Subject: Re: [JAVA3D] AW: [JAVA3D]
BlendFunc(DST_COLOR,ZERO) ?
>
> >>From TextureAttributes apidocs:
> >
> > COMBINE_MODULATE
> >
> > C' = C0 C1
> >
> > Is that what you want ?
>
> No. That applies purely to combining textures with textures before being
> applied to the work. Blend mode is for applying the final color to the
> existing backbuffer color - ie the polygons drawn before it.
>
> --
> Justin Couch
