im trying to get multi texturing working and have so far got miltiple textures to load using this function
def loadTexture(name):
img = PIL.Image.open(name) # .jpg, .bmp, etc. also work
img_data = numpy.array(list(img.getdata()), numpy.int8)
id = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glBindTexture(GL_TEXTURE_2D, id)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
return id
And I can set the texture to use with this code
glBindTexture(GL_TEXTURE_2D, 1)
glEnable(GL_TEXTURE_2D)
My first attempt has been this:
glBindTexture(GL_TEXTURE_2D, 1)
glEnable(GL_TEXTURE_2D)
glBegin(GL_TRIANGLES)
....
glEnd()
glBindTexture(GL_TEXTURE_2D, 3)
glEnable(GL_TEXTURE_2D)
glBegin(GL_TRIANGLES)
....
glEnd()
So i render the polys twice and select a different texture each time, this seems to work in as much as calling glBindTexture(GL_TEXTURE_2D, n) will select the relivant texture and it will render but there is no blending going on per se, i just see the last selected texture in the render. I've tried adding glEnable(GL_BLEND), but that doesn't seem to do anything.
What I would like to do is to add pixels of the two passes together
How would I go about this?
Are you sure that you need multiple passes? Here is an example of plain old OpenGL multitexturing:
import pygame
from pygame.locals import *
import numpy
import numpy.linalg
from OpenGL.GL import *
from OpenGL.GL.shaders import *
RESOLUTION = (800,600)
POSITIONS = numpy.array([[-1.0, -1.0], [+1.0, -1.0], [-1.0, +1.0], [+1.0, +1.0]], dtype=numpy.float32)
TEXCOORDS = numpy.array([[0.0, 1.0], [1.0, 1.0], [0.0, 0.0], [1.0, 0.0]], dtype=numpy.float32)
from PIL import Image
tex0 = 0
tex1 = 0
def loadTexture(path):
img = Image.open(path)
img = img.convert("RGBA")
img_data = numpy.array(list(img.getdata()), numpy.int8)
texture = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT,1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.size[0], img.size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
return texture
def init():
global tex0
global tex1
tex0 = loadTexture("texture0.png")
tex1 = loadTexture("texture1.png")
glViewport(0, 0, *RESOLUTION)
aspect = RESOLUTION[0]/float(RESOLUTION[1])
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-aspect, +aspect, -1.0, +1.0, -1.0, +1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.0, 0.0, 0.0, 1.0);
glVertexPointer(2, GL_FLOAT, 0, POSITIONS);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, TEXCOORDS);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 0, TEXCOORDS);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
def draw():
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
def main():
pygame.init()
screen = pygame.display.set_mode(RESOLUTION, OPENGL | DOUBLEBUF)
init()
while True:
for event in pygame.event.get():
if event.type == QUIT: return
draw()
pygame.display.flip()
if __name__ == "__main__":
main()
Have a look at Texture Combiners, they may enable the type of effect you are looking for. Of course, the state of the art for this kind of thing nowadays are shaders.