Is there a way to use the RGB channels of a texture as the alpha channel when applying multitexturing using OpenGL ES 1.1?
I have been trying to get texture compression using ETC1 (specifically PKM files) working for some time now. I am trying to do this without having to upgrade to OpenGL ES 2 so I have been using ...
I have been having some issues getting multi-texturing to work using OpenGL ES 1.1. I have two PKMs - one with RGB's and one for alphas and I am trying to combine the two as below: int ...
I have been trying to reduce the memory footprint of my textures in a Android game that I wrote without too much success. Based on research that I have done it seems that a good approach is to ...
How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. ...
This might seem stupid, but it bugs me. From what I understand, multitexturing is just using more than 1 texture per shader (usually to blend them somehow). So instead of creating 1 texture, I create ...