I'm trying some proof of concept code to implement the precipitation
using textures. I'm sending out GL_QUADS mapped to some texture area each
via 4 pairs of glTexCoord2f(...); glVertex3f(...);. Say the texture area
is u,v within 0.0 to 1.0.
Now I'd like the whole
texture modulated in one of the 2 dimensions -- i.e., say, with the
texture coordinate u=0.0 have the texture image displayed on the quad
face at its brightest
and at u=1.0 have it at its lowest (possibly by supplying some modulating
value). How do I do it? (Manpage references welcome). I tried to send a
glColor4f with each vertex with the corresponding intensities, but it
didn't seem to affect the texture. GL_LIGHTING is disabled, texture env.
mode is GL_MODULATE at the moment.

TIA,
Vassilii




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