You're using a "convert" tool to convert images in samples. But I have no such tool in my WinXP/cygwin system.
I'm not a unix guru, please tell me how to install this tool.
I also found a problem - tests failed to compile because there is no .deps directory in ./tests. I added an empty ".deps" dir there and all started to work.
Last edited by Grom on Tue Nov 08, 2005 1:32 am, edited 1 time in total.
We're trying to render a terrain with texture splatting. And following code doesn't work.
We need to modulate alpha values from texture with alpha values given in vertexes. Then to blend polygons with framebuffer using that alpha value. What are we doing wrong?
Grom wrote:We're trying to render a terrain with texture splatting. And following code doesn't work.
We need to modulate alpha values from texture with alpha values given in vertexes. Then to blend polygons with framebuffer using that alpha value. What are we doing wrong?
That fragment looks OK to me. Are any of the calls failing (setting the GL error code)?
What does happen? Does it look OK except the alpha modulation isn't happening, or is it something else? What texture format(s) are you using? Are your vertex colours set to (255,255,255,alpha), or (alpha,alpha,alpha,alpha), or something else?
jsgf wrote:That fragment looks OK to me. Are any of the calls failing (setting the GL error code)?
What does happen? Does it look OK except the alpha modulation isn't happening, or is it something else? What texture format(s) are you using? Are your vertex colours set to (255,255,255,alpha), or (alpha,alpha,alpha,alpha), or something else?
We have found that indexed textures don't work with alpha. When we started using .raw RGBA textures, problem dissolved.
New question here:
Is it possible not to multiply alpha values (TEXalpha * VERTEXalpha) but add or substract them (TEXalpha - VERTEXalpha)?
If it is possible, please give a code sample.
Grom wrote:We have found that indexed textures don't work with alpha. When we started using .raw RGBA textures, problem dissolved.
Hm, strange. I'm pretty sure that should work, though I can't remember if I've tested it. What texture format and cmap format did you use?
New question here:
Is it possible not to multiply alpha values (TEXalpha * VERTEXalpha) but add or substract them (TEXalpha - VERTEXalpha)?
If it is possible, please give a code sample.
I don't think so. Muliply seems to be the only option; look at glTexEnv() to see if any of the GL_TEXTURE_ENV_MODEs do what you want. The hardware doesn't seem to have any capability beyond that.
while [ ! -d /cygdrive/e/psp/game ]; do mount /cygdrive/e; sleep 1; done
PSP_MOUNTDIR=/cygdrive/e \
../tools/psp-install --psp-revision=1.50 bezier.elf \
--eboot-title="bezier 2005/12/17 15:03:16" --eboot-icon="firefox.png"
../tools/psp-install: line 76: file: command not found
--------------------------------------------------------------------------------
no MIPS32-ELF binary, not installing...
-----------------------------------------------------------------------------
But make works and the bezier.elf is there. I swear.
Any ideas?