Original Post
I am wondering about arb_fragment_program as to whether or not I can use RGBA as blend values from a texture passed as is, and use 4 different textures e.g. grass, rock, snow, dirt and blend them based on r = grass ect... Is this possible without having any issues with the alpha channel causing issues if I have all three values rgb set to 255 each so the RGB pixel would be white on the texture for blending? Thanks and any good tutorials on how to do this exactly would be great.