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Vertex based texture blending

Started by all_names_taken Apr 10, 2006 at 3:29 AM 2 replies 400+ views
Original Post
all_names_taken
all_names_taken
I want to have it so that every vertex has one texture associated with it, and if different vertices in a triangle have different textures there should be blending. I can't find any way of how to achieve this with single pass multitexturing because afaik you can't have that many alpha values per vertex with the fixed function pipeline - or? Is it correct that it can't be done with single pass? At least it seems possible with multipass multitexturing with correct alpha operations, but the different alpha settings are so many that I'm completely lost. Which alpha settings should I typically set for each rendering pass? Do I change the diffuse color value for each vertex between the rendering passes, or can I have a system where the data is static so I don't need to send so much over the bus? What I want is essentially something like this: http://images.gamedev.net/features/programming/texturingheightmaps/img5b.jpg (image comes from this article: http://www.gamedev.net/reference/articles/article2246.asp)
all_names_taken
all_names_taken
Ok thanks, I think I have an idea on how to do it now. I didn't realize there were two diffuse and one specular = 3 color values. That should solve it.
ET3D
ET3D
Quote:
Original post by Anonymous Poster
You should be able to render your mesh with fixed pipeline with single pass on DX9 cards because they should have 16 texture stages


The fixed function pipeline is limited to 8 stages and 8 textures. You'd have to use shaders to get more than that.

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