limitations of GL_ DOT3_RGB . Ask Question Asked 10 years, 10 months ago. Active 10 years, 5 months ago. Viewed 740 times 3. I’m using texture-based DOT3 lighting to achieve bump mapping on older iPhones, and I’m wondering if there’s a sneaky way to make it look correct even when the viewpoint changes. With real lighting, normals get …
The scalar results for GL_DOT3_RGB and GL_DOT3_RGBA are placed into each of the 3 (RGB) or 4 (RGBA) components on output. Likewise, GL_COMBINE_ALPHA accepts any of GL_REPLACE , GL_MODULATE , GL_ADD , GL_ADD_SIGNED , GL_INTERPOLATE , or GL_SUBTRACT .
The scalar results for GL_DOT3_RGB and GL_DOT3_RGBA are placed into each of the 3 (RGB) or 4 (RGBA) components on output. Likewise, GL_COMBINE_ALPHA accepts any of GL_REPLACE , GL_MODULATE , GL_ADD , GL_ADD_SIGNED , GL_INTERPOLATE , or GL_SUBTRACT .
gl_ dot3_rgb _arb GL_DOT3_RGBA_ARB Accepted by the params parameter of TexEnvf, TexEnvi, TexEnvfv, and TexEnviv when the pname parameter value is COMBINE_RGB_ARB.
GL_ DOT3_RGB public static final int GL_ DOT3_RGB See Also: Constant Field Values; GL_DOT3_RGBA public static final int GL_DOT3_RGBA See Also: Constant Field Values; GL_CLAMP_TO_BORDER public static final int GL_CLAMP_TO_BORDER See Also: Constant Field Values; Method Detail. glActiveTexture public static void glActiveTexture(int texture …
The correct way to do it in a combiner is: Add 0.5 to the input texture. Calculate to weighting factors: weight_new = (weight_real + 2.0) / (4.0); Do a GL_DOT3_RGB. For instance, instead of using: GLfloat weights_vector [4] = {0.30, 0.59, 0.11, 0.0}; Use: GLfloat weights_vector [4] =