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@ -1234,54 +1234,54 @@ void CDriverGL::setupSpecularPass(uint pass)
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#ifdef USE_OPENGLES
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#if 0
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// Ok we can do it in a single pass
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// Ok we can do it in a single pass
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// Set Stage 1
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// Special: not the same special env if there is or not texture in stage 0.
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CTexEnvSpecial newEnvStage1;
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if( mat.getTexture(0) == NULL )
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newEnvStage1= TexEnvSpecialSpecularStage1NoText;
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// Set Stage 1
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// Special: not the same special env if there is or not texture in stage 0.
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CTexEnvSpecial newEnvStage1;
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if( mat.getTexture(0) == NULL )
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newEnvStage1= TexEnvSpecialSpecularStage1NoText;
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else
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newEnvStage1= TexEnvSpecialSpecularStage1;
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// Test if same env as prec.
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if(_CurrentTexEnvSpecial[1] != newEnvStage1)
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{
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// TexEnv is special.
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_CurrentTexEnvSpecial[1] = newEnvStage1;
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_DriverGLStates.activeTextureARB(1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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// Operator Add (Arg0*Arg2+Arg1)
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
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// Arg0.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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// Arg2.
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if( newEnvStage1 == TexEnvSpecialSpecularStage1NoText)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_ZERO);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
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}
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else
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newEnvStage1= TexEnvSpecialSpecularStage1;
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// Test if same env as prec.
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if(_CurrentTexEnvSpecial[1] != newEnvStage1)
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{
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// TexEnv is special.
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_CurrentTexEnvSpecial[1] = newEnvStage1;
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_DriverGLStates.activeTextureARB(1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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// Operator Add (Arg0*Arg2+Arg1)
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
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// Arg0.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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// Arg2.
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if( newEnvStage1 == TexEnvSpecialSpecularStage1NoText)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_ZERO);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
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}
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else
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
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}
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// Arg1.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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// Result : Texture*Previous.Alpha+Previous
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// Setup Alpha Diffuse Copy
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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// Arg2.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_ZERO);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Arg1.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_ZERO );
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
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}
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// Arg1.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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// Result : Texture*Previous.Alpha+Previous
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// Setup Alpha Diffuse Copy
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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// Arg2.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_ZERO);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Arg1.
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_ZERO );
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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#endif
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#else
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/// Support NVidia combine 4 extension to do specular map in a single pass
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@ -1398,7 +1398,8 @@ void CDriverGL::setupSpecularPass(uint pass)
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// We have to do it in 2 passes
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// For Both Pass, setup correct Env.
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if( pass == 0 )
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{ // Just display the texture
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{
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// Just display the texture
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_DriverGLStates.enableBlend(false);
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_DriverGLStates.activeTextureARB(1);
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_DriverGLStates.setTextureMode(CDriverGLStates::TextureDisabled);
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