"We offer new support options and therefor the forums are now in read-only mode! Please check out our Support Center for more information." - Vuforia Engine Team

Procedural Texture Help!?

Hi there,

I'm working with the FrameMarkers demo for iOS & have switched in a model that our 3D guy gave to me (really he's more of a 2d guy that dabbles in 3d - which is why I'm trying to solve this on the code end; rather than the 3D end).  The problem is with regards to the texturing - the demo assumes a 2d image texture is bound to the 3d model.  However our 3D guy has built the texturing into the object itself (e.g. procedural texturing).

Initially the object appeared completely filled with black & couldn't really see any of the details.  I managed to make this a little better by removing these lines from the demo:

 

glActiveTexture(GL_TEXTURE0);

glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);

Which turns everything kind of a slivery colour & I can now see some of the detail & some reflection off of some of the surfaces (its supposed to be translucent in places actually rather than purely reflective - so that's also a problem..).

I read in a few places that in order to acheive translucency these commands are required;

 

glEnable(GL_BLEND);

glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

However, for me - they just turn the whole screen black..

 

Anyways - any advice would be greatly appreciated.

Thanks,

Reece.