Multitexturing/texture splatting

BlitzMax Forums/OpenGL Module/Multitexturing/texture splatting

plash(Posted 2009) [#1]
I'm trying to use a mask on an image and drawing in another to build composite map tiles.
DirectX works (tonyg's code), but in OpenGL it seems like something isn't being released/set back to normal (drawn images are always full white).

OpenGL technique:


http://www.gamedev.net/community/forums/topic.asp?topic_id=372568

Full code, binary and images (left mouse to do the splatting):
http://files.filefront.com/tilecompilatorzip/;13317692;/fileinfo.html

EDIT: Here is a shot of the problem:


EDIT2: It also seems that DirectX settings are not being unset aswell (the mask image that is drawn goes completely black; alpha is turned off?)


plash(Posted 2009) [#2]
Alternatively, using just colors for the mask texture would be better (can invert, more easily change, etc)..


plash(Posted 2009) [#3]
I think the default active texture ARB need to be restored after the draw.. Or something similar?


AramusM(Posted 2009) [#4]
hacked around a bit with your code.

dumped the drawimage as that seemed to be the bit screwing it up and modified your splat routine to draw the base tex. Mind you I was just being a troll and I know very little about GL. but it seems to work for me, hope it helps.