   texture combiner settings for blending one to one
  Is there any way to simulate blending one to one using texture combiners.So if I am currently rendering a quad in 2 passes, and during the 2nd pass enable blending:glBlendFunc(GL_ONE, GL_ONE);Is there a way to accomplish this same blending using texture combiners in a single pass?Because GL_MODULATE only multiplies the source and destination, and GL_ADD_SIGNED only adds them then subtracts 0.5.What I need is:    source*dest + source*destWhich is what one to one blending does.[Edited by - soconne on May 27, 2006 8:07:53 PM]
  I'm not sure but I think this can be accomplished with using GL_MODULATE to multiply by the dest and scaling by 2. I don't know if the following will work but it should:glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0);;  Yep that worked!  I had no idea you could multiply the result by a scalar value.  Thanks!   