I’m having a bit of a problem with multitexturing.
I’m wanting to accomplish this goal using only 2 tpus.
I have 2 textures t1rgb and t2rgb and both textures have alpha channels which i will refer to as t1a and t2a. and finally i have a color of c1
What I want to do is if the alpha channel of texture1 is 1 display texture1 and where the alpha channel of texture1 is 0 display texture2 and then I want to light it with c1rgb.
in math terms this is what I want:
result texel= (t1rgbt1a + t2rgb(1-t1a))c1rgb
note this expands to:
result texel= t1rgbc1rgbt1a + t2rgbc1rgb*(1-t1a)
t2a isn’t used
This seems like it would be a common use but I can’t seem to figure out how to make it fit.
With tpu1 I can do t1rgbc1
and with tpu2 i can do tpu1t1a+t2rgb*(1-t1a)
but i can’t seem to light t2rgb
Any solutions or is there something in the extensions I’m missing.
I know this was easily possible with glide oh so long ago.
Is there some other way to accomplish the same goal? All I want is 2 textures mixed as stated above with lighting.