I'm trying to blend two partially overlapping textures in GLSL and am wondering if I'm misunderstanding the concept of multi-texturing. Is it required that the textures fully overlap or can you have two offset textures that blend only where they overlap?
I have two images similar to the following (minus grid lines and text): Example image
Ideally, the overlapping sections of the image would blend together nicely so that the final result would look like one smooth image that combines the two together. Overlapping orange pixels, for example, would blend together or take the higher intensity.
I'm new to GLSL and have been using this article GLSL Shader Article which uses a fragment shader to blend the textures (fairly standard).
Following the article, I@m setting up each texture like so:
glUseProgramObjectARB( m_hProgramObject );
GLint nParamObj = glGetUniformLocationARB( m_hProgramObject, pParamName_i );
...
glActiveTexture(GL_TEXTURE0 + nTextureID_i );
glBindTexture(GL_TEXTURE_2D, nTextureID_i);
glUniform1iARB( nParamObj, nTextureID_i );
I then bind each texture and draw triangle strips. My textures are created as:
glBindTexture( GL_TEXTURE_2D, m_nTextureID );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glTexImage2D(GL_TEXTURE_2D, 0, 4, nWidth, nHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pbyData);
Does that process seem reasonable or am I misunderstanding the concept? Any tips or advice on how to achieve this?