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Thread: Alpha Blend, multiple alpha masks and textures?

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  1. #1
    You wrote a post on the GLScene forum, so maybe yarunderoaker will help you.
    For me it is too complicated and I think it is better not to use GLScene for this - just write a tool to create any texture you want and then insert it to GLMaterialLibrary.

    Another solution is to write your own shader material and use transparency of mask file (.png) for the final color:
    gl_FragColor = TextureColor;
    gl_FragColor.a = MaskTextureColor.a;

  2. #2
    PGDCE Developer
    Join Date
    Jun 2010
    Location
    California, USA
    Posts
    25
    Well I think I have found the solution however I do not think that I will be able to implement it using GLScene. So, I guess I am going to be working on my own Material and Texturing code The key part I need is multiple texture maps for a single mesh that overlap

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