Hello Rick,

[EMAIL PROTECTED] wrote:
Is there a way to use image maps with some of the other material properties, like emission or specular or diffuse? I am working on ...
> how to use a reflection map, so I think I am ok there.  Any way to use a
> map to define the emission, specularity, and diffuse amounts across a
> surface?

There's no easy way to specify the material component that a texture should affect (such as emissive, specular) in plain OpenGL.

The way to go these days is a fragment shader. You could also use a multi-pass technique to apply another texture.

(Maybe register combiners offer something useful but I'm not sure about that.)

Cheers,
/ulrich
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