Original Post
what is the most efficient way to handle multitexturing? obviously if the card has enough texture units to render primitives in a single pass, thats not a problem. but how would i manage on cards that do not have enough texture units to render a primitive in a single pass? i could just turn off the zbuffer and change the blend mode to render the primitives again, but in d3d especially that extra overhead of the state set calls could be costly. is there a better way to do this?