Game Development Community

Disable envMap effect while blending

by Fyodor -bank- Osokin · in Torque Game Engine · 05/12/2007 (11:57 am) · 2 replies

Hi.
I've managed to draw dynamically generated texture over the "base" skin on DTS object, but can't make it apply "as needed".

It draws texture over the base, but I can't find out how to disable "envMapping effect" on it.
I'm doing it in TSMesh::setMaterial():
if (needSkinMod)
   {
      PROFILE_SCOPE(TSMeshSetMaterial___SkinMod);
      glActiveTextureARB(GL_TEXTURE0_ARB + TSShapeInstance::smRenderData.baseTE + 1 );
      glEnable(GL_TEXTURE_2D);
      glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
      glBindTexture(GL_TEXTURE_2D, th.getGLName());
      // set default texture unit...
      glActiveTextureARB(GL_TEXTURE0_ARB + TSShapeInstance::smRenderData.baseTE);
   }
This code I've placed right before " // emap texture...".

Here is the result of what I see in game:
www.afterworld.ru/gg/blendenvmap.jpg
I'm not fully understand rendering stuff there, sorry. What I do wrong? Any hints?

#2
05/24/2007 (10:48 am)
I'm not sure but I think you can do emap = false; in the datablock.