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Multi texturing in voodoo banshee

Started by Azrael Apr 17, 2001 at 4:06 PM 0 replies 500+ views
Original Post
Azrael
Azrael
I was trying to do multitexturing in DX8 using my voodoo banshee and it didnt worked (only shows one texture or a flat surface unless I use the ultra slow ref driver) I tried to do it on opengl and it turns out I dont have the ARB_Multitexture extension listed. But how can that be? Quake 2,3 half life, sacrifice and a dozen of games run in the card and they use the multitexture function to show their lightmaps, detail maps etc. What am I doing wrong? (Besides the obvious fact I should buy a new card) p.s. How do you do a detail texture on opengl/directx? (you, know a texture that only is shown when you are upclose)
NightShade
NightShade
Hi!

I used to have a banshee in my win 2k system at home. Unreal Tournament wouldn''t do detail textures until I got the very latest driver (this is a few months ago though.. I was using Win 2k''s stock driver before that I think). On the other hand, Asheron''s call did detail textures all along. Must be an OpenGL/Glide thing. Another thing is that I was only using DirectX 7 back then. Who knows what''s changed in DirectX8 drivers for that card : )

Detail textures, at least as how I do them (and this is DX7), are done by loading up a mip mapped texture, assigning it to the second texture stage (stage 1), and modulating (or adding, or whatever) them with the results from the first stage. They are usually repeated so the texels are mapped to a smaller area (to get that detail) than the main texture. I usually pre-create mip maps that are progressively more and more washed out or grey (depending on my blending mode), so that as you move away, the detail kind of fades out. Otherwise, you''ll probably get a ton of sparkling textures.



-ns-
-ns-

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