Original Post
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)