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 ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

