Thank you for the explanation, Tim.  It makes sense to me now.
Unfortunately, your suggestion didn't work.  It caused my projected
texture to disappear.

Just in case I explained my goal wrong, here's another shot:

I want my underlying terrain to always retain its original colors and
alpha value (of 1).  I only want to control the opacity of my projected
texture.  With an opacity of 1, the projected texture will completely
occlude the terrain.  With an opacity of 0, the projected texture will
not be visible at all.  Is that possible with TexEnvCombine?


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Moore
Sent: Wednesday, May 23, 2007 2:06 PM
To: osg users
Subject: Re: [osg-users] TexGenNode & TexEnvCombine

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Weitz, Andrew C. wrote:
> What do you mean by "TexEnvCombine::INTERPOLATE actually takes 3
> arguments"?  Isn't INTERPOLATE an argument to the setCombine_RGB
> function?  I must be missing something...
> 
>
The INTERPOLATE function in the combiner has 3 inputs.

You are interpolating between two values, Operand0_RGB and Operand1_RGB.
What controls the interpolation? Operand2_RGB. Hence my suggestion to
use the alpha channel of your projected texture to control the
interpolation.

Tim
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