Original Post
I want to have a triangle with 3 textures applied to it.
I''d like the first to be drawn opaquely like in normal texturing. I''d like the second to be blended on top of this, so it is drawn opaque at one vertex and completely transparent at the other two. The 3rd texture I want to do the same thing but with a different vertex opaque.
Using 3 single passes this is easy, but what about in a single pass? The problem is that the vertex alpha values change depending which texture is being applied. I guess you could put the alpha for the 2nd triangle in the vertex diffuse color, and for the 3rd in the vertex specular colour, but this seems a dirty hack and you then can''t do other things using these. Plus if you had a fourth texture, you''ve run out of places to store alpha values.
Is this possible in any way at all?
Read about my game, project #1
John 3:16
Read about my game, project #1
John 3:16