On 23-Jul-05, at 7:40 PM, Chris Dillman wrote:
Hey frank can normal GL lights over saturated textures etc?
Making them go towards the umm bright white instead of fully lit?
Depends on the effect you're looking for...
Using GL_EXT_separate_specular_color you can add a specular
highlight after the texture in a single pass, which in effect
saturates the texture, but you can fake it with a separate
specular pass that uses additive blending. You can also do
lighting entirely as a separate pass using a blendfunc of
(GL_DST_COLOR, GL_SRC_COLOR) which will brighten/saturate light
values and filter dark values. This should be possible in one pass
with multitexture/combiners as well.
Any clue on how one might do it using vertex coloring?
GL_EXT_separate_specular_color won't work in that case but two passes/
combiners should work just fine - just turn off texturing for the
lighting pass.
Frank.
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