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Home/ Questions/Q 6342857
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Editorial Team
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Editorial Team
Asked: May 24, 20262026-05-24T20:19:23+00:00 2026-05-24T20:19:23+00:00

I’m struggling trying to understand how to create a new texture (with a new

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I’m struggling trying to understand how to create a new texture (with a new GLHandle, if possible) after merging two other in the same concept of multitexturing. I’m doing this because I’m using ETC1 compressed textures, witch doesn’t support alpha channel’s, so I wanted to load the pre-generated alpha channel from another file and “merge” both of them after uncompressing.

I know that multitexturing does this, but it implies to render the two textures (compressed + alpha) altogether, right?

Also, I’m doing this because I’ve seen a massive speedup in my rendering pipeline by using compressed textures. If I recreate it with the alpha channel it’s supposed that the performance benefits will stick, right?

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  1. Editorial Team
    Editorial Team
    2026-05-24T20:19:24+00:00Added an answer on May 24, 2026 at 8:19 pm

    I think you can do it with OpenGL ES 1.1 using multitexturing and the GL_COMBINE environment. First we use whatever standard environment you want for the color texture:

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, rgbTexture);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);    //or maybe GL_REPLACE
    

    Then for the alpha texture, which is bound to the second unit, we just take the color from the previous stage (the color texture) and only use the alpha of the texture.

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, alphaTexture);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
    glTenEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);    //default
    glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);    //or maybe GL_REPLACE
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);     //default
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);  //default
    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);    //default
    glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);  //default
    

    If I misunderstood you and you don’t want to use multitexturing (and neither fragment shaders), then you won’t be able to combine these two textures during rendering. Perhaps with a multipass technique but I’m not sure if that would buy you anything performance-wise.

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