I have an effect that I want to implement in my game engine, but I’m not sure the right OpenGL method…
…I’m on win98, VC++6 with an Nvidia GF2…
I have an offline program that can generate a “dirty map” for a geometry. You pass a geometry through this stand alone program and it spits out a UV array, a set of face indexes and a 1 channel “dirty map” 2D texture.
Here’s what I want to do, but I’m not sure how…
Have the original texture & color verts on the geometry, probably assigned to texture unit 0. Have another “skorched/scratched/scarred” texture be applied in addition to the previous texture- BUT it should be applied to the geometry using the precalculated “dirty map” as its alpha channel. Simple, right? But here’s the hitch: I want the resolution of the 2nd texture and the “dirty map” to be independant of each other.
I’m looking at the Red Book right now trying to figure out the right blending operations to use, but I guess I don’t have enough experience with them to be sure…
I want to use one texture as the alpha filter to apply another texture, but the two textures can have independant resolutions…
Any ideas, or links to a good blending tutorial?
-Blake