Per vertex lightning - exclude/include/emissive?

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Per vertex lightning - exclude/include/emissive?

Post  _-MADMAN-_ on Wed May 13, 2009 8:23 am

Hi,

I have a problem with second texture. No matter what I do - it is always multiply. If I change material blend to add at different object that should fake small lights (planes), it is quite ok, but object with alpha add is still under pervertex lightning. How can I exclude objects from lightning or make them emissive/shadless (what is in fact the same)?

Any advice will be great!

Best regards,
Mad

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Re: Per vertex lightning - exclude/include/emissive?

Post  sio2interactive on Wed May 13, 2009 3:38 pm

You need to change the OpenGL combiners on that texture channel... and OpenGL doesn't let you do something like:

1st Channel: Add
2nd Channel: Screen

Only 1 blending mode per material... the rest have to be changed with the combiners...

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Re: Per vertex lightning - exclude/include/emissive?

Post  _-MADMAN-_ on Thu May 14, 2009 3:35 am

In other words - I have to duplicate mesh with new material if I want create specific effect - env for example or emission- and blend whole new material?

I'm not familiar with OGL, but thank You for advice - time to learn more about it.

Regards,
Mad

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