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The process by which the final fragment color value is derived is called
the texture environment function (glTexEnv()) Several methods exist for
computing the final color, each capable of producing a particular effect.
One of the most commonly used is the GL_MODULATE environment function.
The modulate function multiplies or modulates
the original fragment color with the texel color. Typically, applications
generate polygons with per-vertex lighting enabled and then modulate
the texture image with the fragment's interpolated lit color value
to produce a lit, textured surface.
The GL_REPLACE texture environment5
is even simpler. The replace function simply replaces the fragment's color
with the color from the texture.
The same effect as replace can be accomplished in OpenGL 1.1 by
using the modulate environment with a constant white current color, though
the replace function has a lower computational cost.
The GL_DECAL environment function performs simple alpha-blending between the
fragment color and an RGBA texture; for RGB textures it simply replaces the
fragment color. Decal mode is undefined for other texture formats (luminance,
alpha, intensity).
The GL_BLEND environment function uses the texture value
to control the mix of the incoming fragment color and a constant texture
environment color.
At the time of this writing, efforts are underway to standardize
extensions that enhance the texture environment by adding new functions.
For example, there should be a way to add the texture color to
the fragment color.
Next: 6.1.6 Texture Objects
Up: 6.1 Texturing Basics
Previous: 6.1.4.1 Additional Control of
David Blythe
1999-08-06