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
I guess I simplifie too much the blend operation BlendFunc(DST_COLOR,ZERO)  :
 
myBlendedPoly = myPolygon *  background' + background  *  0;
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.
 
  • BLEND - blends the texture blend color with the incoming color.

      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) ?

    > Florin Herinean wrote:
    >
    > >>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                     

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