I'm pretty new to OpenGL:
In our (iOS) project we are rendering Textures with the following Methods:
self.effect.texture2d0.name = self.textureInfo.name;
self.effect.texture2d0.enabled = YES;
self.effect.transform.modelviewMatrix = self.modelMatrix;
self.effect.useConstantColor = YES;
self.effect.constantColor = GLKVector4Make(1, 1, 1, self.alphaValue);
[self.effect prepareToDraw];
glEnableVertexAttribArray(GLKVertexAttribPosition);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
long offset = (long)&_quad;
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, geometryVertex)));
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, textureVertex)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
I'm now trying to change the brightness of the Texture used in the GLKBaseEffect object. Is there an easy way to accomplish this? I have been searching for documentation for a couple of hours, but can't find a solution to that.
Thanks for your help.