Original Post
wish gamedev gets its search up and running soon =( anyway, my question may have been discussed before, but bear with me.
textures can be handled either thru singlepass multitexturing or multipass texturing. now, i''m pretty used with singlepass means (i believe its the lazy mans fastest way to understand multitex) but now i have a need to do multipass for compatibility.
how does multipass actually work? i''m doing a ROAM based terrain engine, and use 4 TU''s for the base+3 detail textures. how do i go about converting to multipass. I reckon i can do it by re-rendering the mesh several times and using blending to get the textures working. however, the amount of polygon data juggled for this seems rather high.
is there a way to do multipass WITHOUT geometry duplication? and assuming i got my whle multipass concept wrong, please enlighten me...
thanx in advance.