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 -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 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 -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFGVKzIeDhWHdXrDRURAhTqAJ9XxJij96HFIb7R/UQladz2WYH+bwCfS0YX Ko6YPMP1CMYzAqmoC566DXI= =knJ9 -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
