Code Search for Developers
 
 
  

textureunit.cpp from NeoEngineNG at Krugle


Show textureunit.cpp syntax highlighted

/***************************************************************************
                   textureunit.cpp  -  Texture unit management
                             -------------------
    begin                : Sun Mar 30 2003
    copyright            : (C) 2003 by Reality Rift Studios
    email                : mattias@realityrift.com
 ***************************************************************************

 The contents of this file are subject to the Mozilla Public License Version
 1.1 (the "License"); you may not use this file except in compliance with
 the License. You may obtain a copy of the License at 
 http://www.mozilla.org/MPL/

 Software distributed under the License is distributed on an "AS IS" basis,
 WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 for the specific language governing rights and limitations under the
 License.

 The Original Code is the NeoEngine, NeoDevOpenGL, textureunit.cpp

 The Initial Developer of the Original Code is Mattias Jansson.
 Portions created by Mattias Jansson are Copyright (C) 2003
 Reality Rift Studios. All Rights Reserved.

 ***************************************************************************/

#include "textureunit.h"

#include <neoengine/material.h>

using namespace NeoEngine;


namespace NeoOGL
{


unsigned int TextureUnit::s_uiCurUnit = 0;



TextureUnit::TextureUnit( Device *pkDevice, unsigned int uiID ) :
	m_pkDevice( pkDevice ),
	m_uiID( uiID ),
	m_pkTexture( 0 ),
	m_uiUV( 0 ),
	m_bGotTransform( false ),
	m_eTexGen( TextureLayer::NOGEN )
{
	m_akTarget[0].m_eTarget = GL_TEXTURE_1D;
	m_akTarget[1].m_eTarget = GL_TEXTURE_2D;
	m_akTarget[2].m_eTarget = GL_TEXTURE_3D;
	m_akTarget[3].m_eTarget = GL_TEXTURE_CUBE_MAP_ARB;

	m_akTarget[0].m_pkTexture = 0;
	m_akTarget[1].m_pkTexture = 0;
	m_akTarget[2].m_pkTexture = 0;
	m_akTarget[3].m_pkTexture = 0;

	m_akTarget[0].m_bEnabled  = false;
	m_akTarget[1].m_bEnabled  = false;
	m_akTarget[2].m_bEnabled  = false;
	m_akTarget[3].m_bEnabled  = false;

	glDisable( GL_TEXTURE_1D );
	glDisable( GL_TEXTURE_2D );
	//glDisable( GL_TEXTURE_3D ); We don't support 3D textures anyway

	if( m_pkDevice->m_kExtensions.IsSupported( Extensions::ARB_TEXTURE_CUBE_MAP ) )
		glDisable( GL_TEXTURE_CUBE_MAP_ARB );
}


TextureUnit::~TextureUnit()
{
}


bool TextureUnit::SetBlendMode( unsigned int uiSrcMode, unsigned int uiDstMode, float fFactor )
{
	//We don't want to be called on primary texture unit
	assert( m_uiID );

	SetActiveTextureUnit( m_uiID );

	switch( uiSrcMode )
	{
		case BlendMode::SRC_ONE:
		{
			switch( uiDstMode )
			{	
				case BlendMode::DEST_ZERO:
				{
					// RGBf = 1 * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = 1 * RGBs + 1 * RGBd
					if( m_pkDevice->m_kExtensions.IsSupported( Extensions::ARB_TEXENV_ADD ) )
					{
						glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
						return true;
					}
					else
						return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = 1 * RGBs + RGBs * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = 1 * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = 1 * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = 1 * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = 1 * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = 1 * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}

			return false;
		}

		case BlendMode::SRC_ZERO:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = 0 * RGBs + 0 * RGBd
					return false;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = 0 * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = 0 * RGBs + RGBs * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = 0 * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = 0 * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = 0 * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = 0 * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = 0 * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_DESTCOLOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = RGBd * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = RGBd * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = RGBd * RGBs + RGBs * RGBd = ( RGBs * RGBd ) << 1
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = RGBd * RGBs + ( 1 - RGBs ) * RGBd = RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = RGBd * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = RGBd * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = RGBd * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = RGBd * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}


		case BlendMode::SRC_ONEMINUSDESTCOLOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + 0 * RGBd
					return false;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = ( 1 - RGBd ) * RGBs + RGBs * RGBd = RGBs
					glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_SRCCOLOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = RGBs * RGBs + 0 * RGBd
					return false;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = RGBs * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = RGBs * RGBs + RGBs * RGBd = RGBs * ( 1 + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = RGBs * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = RGBs * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = RGBs * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = RGBs * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = RGBs * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_FACTOR:
		{
			assert( false );
			break;
		}

		case BlendMode::SRC_SRCALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = As * RGBs + 0 * RGBd
					return false;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = As * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = As * RGBs + RGBs * RGBd = RGBs * ( As + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = As * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = As * RGBs + As * RGBd = As * ( RGBs + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = As * RGBs + ( 1 - As ) * RGBd
					// Af   = As + Ad
					// This allows two layers with srcalpha|oneminussrcalpha to be rendered
					// correctly, since the final framebuffer blend of srcalpha|oneminussrcalpha
					// should not use only base layer texture alpha, since that would also mask out
					// parts of second layer

					//FIXME: What about alpha?
					//glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );

					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = As * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = As * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_ONEMINUSSRCALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = ( 1 - As ) * RGBs + 0 * RGBd
					return false;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = ( 1 - As ) * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = ( 1 - As ) * RGBs + RGBs * RGBd = RGBs * ( ( 1 - As ) + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = ( 1 - As ) * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + ( 1 - As ) * RGBd = ( 1 - As ) * ( RGBs + RGBd )
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_DESTALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = Ad * RGBs + 0 * RGBd
					return false;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = Ad * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = Ad * RGBs + RGBs * RGBd = RGBs * ( Ad + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = Ad * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = Ad * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = Ad * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = Ad * RGBs + Ad * RGBd = Ad * ( RGBs + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = Ad * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_ONEMINUSDESTALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = ( 1 - Ad ) * RGBs + 0 * RGBd
					return false;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = ( 1 - Ad ) * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = ( 1 - Ad ) * RGBs + RGBs * RGBd = RGBs * ( ( 1 - Ad ) + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = ( 1 - Ad ) * RGBs + ( 1 - RGBs ) * RGBd
					return false;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + Ad * RGBd = Ad * ( RGBs + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + ( 1 - Ad ) * RGBd = ( 1 - Ad ) * ( RGBs + RGBd )
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		
		case BlendMode::SRC_ALPHASATURATE:
		{
			return false;
		}

		default:
		{
			assert( false );
			return false;
		}
	}

	return true;
}





bool TextureUnitCombine::SetBlendMode( unsigned int uiSrcMode, unsigned int uiDstMode, float fFactor )
{
	//We don't want to be called on primary texture unit
	assert( m_uiID );

	SetActiveTextureUnit( m_uiID );

	glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );

	glTexEnvf( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f );
	glTexEnvf( GL_TEXTURE_ENV, GL_ALPHA_SCALE,   1.0f );

	switch( uiSrcMode )
	{
		case BlendMode::SRC_LERPCOLOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_LERPCOLOR:
				{
					glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR );

					return true;
				}
				default:
					assert( false );
			}

			return false;
		}

		case BlendMode::SRC_LERPALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_LERPALPHA:
				{
					glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA );

					return true;
				}

				default:
					assert( false );
			}

			return false;
		}

		case BlendMode::SRC_ONE:
		{
			switch( uiDstMode )
			{	
				case BlendMode::DEST_ZERO:
				{
					// RGBf = 1 * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_REPLACE   );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = 1 * RGBs + 1 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_ADD          );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_ADD          );
					return true;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = 1 * RGBs + RGBs * RGBd
					//FIXME: Allow usage of multiple TMUs (i.e return new "next" TMU instead of bool)
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = 1 * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (GLfloat*)&Color::WHITE );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_CONSTANT_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = 1 * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = 1 * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = 1 * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = 1 * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}

			return false;
		}

		case BlendMode::SRC_ZERO:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = 0 * RGBs + 0 * RGBd
					glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (GLfloat*)&Color::BLACK );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_CONSTANT_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_REPLACE      );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_CONSTANT_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = 0 * RGBs + 1 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_REPLACE      );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = 0 * RGBs + RGBs * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE       );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE     );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = 0 * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE            );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE            );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = 0 * RGBs + As * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE     );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = 0 * RGBs + ( 1 - As ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE            );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE            );
					return true;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = 0 * RGBs + Ad * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE     );
					return true;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = 0 * RGBs + ( 1 - Ad ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE            );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE            );
					return true;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_DESTCOLOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = RGBd * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE       );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE     );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = RGBd * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = RGBd * RGBs + RGBs * RGBd = ( RGBs * RGBd ) << 1
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE       );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE     );

					glTexEnvf( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2.0f );
					glTexEnvf( GL_TEXTURE_ENV, GL_ALPHA_SCALE,   2.0f );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = RGBd * RGBs + ( 1 - RGBs ) * RGBd = RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_PREVIOUS_ARB   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_REPLACE        );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = RGBd * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = RGBd * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = RGBd * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = RGBd * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}


		case BlendMode::SRC_ONEMINUSDESTCOLOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE            );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE            );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + 1 * RGBd
					glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (GLfloat*)&Color::WHITE );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_CONSTANT_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = ( 1 - RGBd ) * RGBs + RGBs * RGBd = RGBs
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_REPLACE   );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + As * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + ( 1 - As ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + Ad * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = ( 1 - RGBd ) * RGBs + ( 1 - Ad ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_SRCCOLOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = RGBs * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_TEXTURE        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR      );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE       );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_MODULATE     );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = RGBs * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = RGBs * RGBs + RGBs * RGBd = RGBs * ( 1 + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = RGBs * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = RGBs * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = RGBs * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = RGBs * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = RGBs * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_FACTOR:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ONEMINUSFACTOR:
				{
					float afColor[4] = { fFactor, fFactor, fFactor, fFactor };

					glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, afColor );

					// RGBf = As * RGBs + ( 1 - As ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_CONSTANT_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA       );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				default:
				{
					assert( false );
					break;
				}
			}

			return false;
		}

		case BlendMode::SRC_SRCALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = As * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE  );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = As * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = As * RGBs + RGBs * RGBd = RGBs * ( As + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = As * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE      );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = As * RGBs + As * RGBd = As * ( RGBs + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = As * RGBs + ( 1 - As ) * RGBd
					// Af   = As + Ad
					// This allows two layers with srcalpha|oneminussrcalpha to be rendered
					// correctly, since the final framebuffer blend of srcalpha|oneminussrcalpha
					// should not use only base layer texture alpha, since that would also mask out
					// parts of second layer
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA       );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_ADD          );
					return true;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = As * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = As * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_ONEMINUSSRCALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = ( 1 - As ) * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE            );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = ( 1 - As ) * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = ( 1 - As ) * RGBs + RGBs * RGBd = RGBs * ( ( 1 - As ) + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = ( 1 - As ) * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + As * RGBd
					// This allows two layers with oneminussrcalpha|srcalpha to be rendered
					// correctly, since the final framebuffer blend of srcalpha|oneminussrcalpha
					// should not use only base layer texture alpha, since that would also mask out
					// parts of second layer
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_ADD          );
					return true;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + ( 1 - As ) * RGBd = ( 1 - As ) * ( RGBs + RGBd )
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + Ad * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = ( 1 - As ) * RGBs + ( 1 - Ad ) * RGBd
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_DESTALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = Ad * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = Ad * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = Ad * RGBs + RGBs * RGBd = RGBs * ( Ad + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = Ad * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = Ad * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = Ad * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = Ad * RGBs + Ad * RGBd = Ad * ( RGBs + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = Ad * RGBs + ( 1 - Ad ) * RGBd
					// See note about about alpha add
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE         );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR       );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB    );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA       );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_ADD          );
					return true;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		case BlendMode::SRC_ONEMINUSDESTALPHA:
		{
			switch( uiDstMode )
			{
				case BlendMode::DEST_ZERO:
				{
					// RGBf = ( 1 - Ad ) * RGBs + 0 * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_MODULATE            );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_ONE:
				{
					// RGBf = ( 1 - Ad ) * RGBs + 1 * RGBd
					return false;
				}

				case BlendMode::DEST_SRCCOLOR:
				{
					//RGBf = ( 1 - Ad ) * RGBs + RGBs * RGBd = RGBs * ( ( 1 - Ad ) + RGBd )
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCCOLOR:
				{
					// RGBf = ( 1 - Ad ) * RGBs + ( 1 - RGBs ) * RGBd
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE   );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_REPLACE   );
					return true;
				}

				case BlendMode::DEST_SRCALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + As * RGBd
					return false;
				}

				case BlendMode::DEST_ONEMINUSSRCALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + ( 1 - As ) * RGBd
					return false;
				}

				case BlendMode::DEST_DESTALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + Ad * RGBd
					// See note about about alpha add
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,  GL_TEXTURE             );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR           );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,  GL_PREVIOUS_ARB        );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,  GL_INTERPOLATE_ARB     );

					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,  GL_TEXTURE      );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB,  GL_PREVIOUS_ARB );
					glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA    );
					glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,  GL_ADD          );
				}

				case BlendMode::DEST_ONEMINUSDESTALPHA:
				{
					// RGBf = ( 1 - Ad ) * RGBs + ( 1 - Ad ) * RGBd = ( 1 - Ad ) * ( RGBs + RGBd )
					return false;
				}

				default:
					assert( false );
			}
		
			return false;
		}

		
		case BlendMode::SRC_ALPHASATURATE:
		{
			return false;
		}

		default:
		{
			assert( false );
			return false;
		}
	}

	return true;
}


}; // namespace NeoOGL





See more files for this project here

NeoEngineNG

NeoenEngine NG (Next Generation) is the evolution of neoengine one,it\'s a different development from NeoEngine2, it\'s a direct inherits from NeoEngine one.\n

Project homepage: http://sourceforge.net/projects/neoengineng
Programming language(s): C,C++
License: other

  glew/
    bin/
      glew32.dll
      glewinfo.exe
      visualinfo.exe
    doc/
      advanced.html
      basic.html
      credits.html
      glew.css
      glew.html
      glew.png
      glx.txt
      glxew.html
      gpl.txt
      index.html
      install.html
      log.html
      new.png
      ogl_sm.jpg
      sgi.txt
      wglew.html
    include/
      GL/
    lib/
      glew32.lib
      glew32s.lib
  Makefile.am
  SConscript
  base.h
  begin.cpp
  buffermanager.cpp
  buffermanager.h
  bufferregion.cpp
  bufferregion.h
  callback.cpp
  clear.cpp
  close.cpp
  config.cpp
  device.cpp
  device.h
  end.cpp
  execute.cpp
  extensions.cpp
  extensions.h
  flip.cpp
  framebuffertarget.cpp
  framebuffertarget.h
  glext.h
  glue.cpp
  glxext.h
  initialize.cpp
  input.cpp
  light.cpp
  link.h
  mouse.cpp
  neodevopengl-static.dev
  neodevopengl.cbp
  neodevopengl.depend
  neodevopengl.dev
  neodevopengl.dsp
  neodevopengl.layout
  neodevopengl.vcproj
  op.h
  open.cpp
  pixelbuffer.cpp
  pixelbuffer.h
  pixelbuffertarget.cpp
  pixelbuffertarget.h
  polygonbuffer.cpp
  polygonstripbuffer.cpp
  program-glsl.cpp
  program-glsl.h
  projection.cpp
  query.cpp
  render.cpp
  renderqueue.cpp
  renderqueue.h
  rendertarget.cpp
  rendertarget.h
  resize.cpp
  shader.cpp
  shader.h
  shadowmap.cpp
  shadowmap.h
  shutdown.cpp
  statistics.cpp
  statistics.h
  stencilbuffer.cpp
  texture.cpp
  texture.h
  textureunit.cpp
  textureunit.h
  vertexbuffer-glsl.cpp
  vertexbuffer-glsl.h
  vertexbuffer.cpp
  vertexbuffer.h
  vertexbuffermanager-glsl.cpp
  vertexbuffermanager-glsl.h
  vertexbuffermanager-nobs.cpp
  vertexbuffermanager-nobs.h
  vertexbuffermanager.cpp
  vertexbuffermanager.h
  viewport.cpp
  wglext.h
  zbufferstate.cpp
  zbufferstate.h