Hi all,
I've a cubeTextureChunk defined as:
beginEditCP(cubetex);
cubetex->setImage( inegz );
cubetex->setPosZImage( iposz );
cubetex->setPosYImage( iposy );
cubetex->setNegYImage( inegy );
cubetex->setPosXImage( iposx );
cubetex->setNegXImage( inegx );
cubetex->setMinFilter( GL_LINEAR );
cubetex->setMagFilter( GL_NEAREST );
cubetex->setWrapS( GL_CLAMP_TO_EDGE );
cubetex->setWrapT( GL_CLAMP_TO_EDGE );
cubetex->setEnvMode( GL_DECAL );
endEditCP(cubetex);
images are RGBA with ALPHA = 1;
I would like to blend colors using the OpenGL Decal texture Function
(C=Cf(1-At)+CtAt where C=RGB color, A = alpha, t = texture, f =
fragment), but instead of using the texture's alpha I would like to
use a custom value. A computational heavy solutions is to modify the
whole image's alpha channel. Is there a better way for doing this?
Thanks in advance,
--
Josef Grunig
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