What I am trying to do is bump map bullet holes that can be applied on any object. The bullet hole is just a decal. It has a alpha texture, which when inverted is the bump map.
It should look like a dent when it works and it does but you can see the quad of the decal so it looks bad. It looks like a white square with a bump in the middle. How can I get it to blend with the object that it is applied to and still look bump mapped?
Here is what I am using to bump it,
glActiveTextureARB( GL_TEXTURE0_ARB );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT );
//RGB
glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR );
//alpha
glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA );glActiveTextureARB( GL_TEXTURE1_ARB );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT );
//RGB
glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR );
//alpha
glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD_SIGNED_EXT );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA );glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ZERO );glColor4f( 1.0f, 1.0f, 1.0f, 0.0f );
//draw decals
I have tried a couple other blend modes but it always loses the bump.
Any help would be greatly appreciated.
Thanks
[This message has been edited by Kaycee (edited 01-31-2002).]