   RGB texture lookup
  Hi, I have an RGB image I'd like to use as a texture, but the images are separate. That is, rather than have one image arranged like RGBRGBEGB, etc, I have a separate unsigned 8 bit R image, a separate G image, and separate B image.Is there a way to specify this in the call to gluBuild2DMipmaps? Or another way, perhaps a shader to dynamically calculate the texture colour?Thanks,WF   
  nope   ;  A few different solutions:1) Use photoshop to join them into one texture.2) Join them into one texture in your code (after loading the image, before handing the data to GL).3) Sample each of the textures in your GLSL shader and put each of the scalar samples into a different component of a vec3.   ;  hmm, guess I'll go with item 2, although item 3 would probably be the best solution. pardon me for my inexperience, but as I understand it, using shaders requires downloading and setting up another compiler (cg?)? I doubt the complexity is worth it in my case. Do you have a link to a simple tutorial which explains how to get shaders going in VC6?Thanks for the help, WFQuote:Original post by HodgmanA few different solutions:1) Use photoshop to join them into one texture.2) Join them into one texture in your code (after loading the image, before handing the data to GL).3) Sample each of the textures in your GLSL shader and put each of the scalar samples into a different component of a vec3.;Quote:Original post by Weedfinhmm, guess I'll go with item 2, although item 3 would probably be the best solution. pardon me for my inexperience, but as I understand it, using shaders requires downloading and setting up another compiler (cg?)? I doubt the complexity is worth it in my case.No, that's only the case for the Cg language, for "native" OpenGL Shaders using GLSL, the GLSL compiler is used with code directly.