Original Post
Hello, My question is about alpha textures and multi-texturing. Here is the basic idea: You have a base texture and then you place other texture layers over the top of it to get a combined effect. Each new layer consists of a color texture and an alpha texture. The color texture describes what is being merged with the base and the alpha texture is describing how it is merged with the base. There are lots of different color textures that might want to be merged with the base, and lots of different ways that they could be merged. Now usually in OpenGL the color texture and the alpha texture are combined, you would just load an RGBA texture that included both component. But is it also possible to do this with the color textures and alpha textures being separate? The reason being that if you've got 16 color textures, and 16 different ways of merging them with the base, then that's 256 different possible combinations. In contrast if the alpha textures can be separate then you only need 32 textures: the 16 color textures and 16 alpha textures. The more textures you have, and the more ways of merging, the bigger this discrepancy gets. Now clearly it would be possible to write a fragment shader to do this, my question is: is it possible without using a shader? I've researched this question on the internet quite a bit, but I've not been able to come up with an answer, so I would be really grateful if anyone knows :-) Cheers Tom EDIT: Also, if possible, it would be nice if it could be done single pass :) Additionally is it wise to try and do this without a shader, is it quicker with one? [Edited by - tomshackell on January 27, 2008 10:34:05 AM]