Original Post
Howdy, what I am trying to do now is get fuzzy interfaces between adjacent textures. Let''s say that I have a Rock texture and then the terrain moves to Grass. Applying these on a per-triangle basis gives me a rectangular interface between the two like this
GGGGG
GRGGG
RRRRR
and the rock in the middle line looks really weird and blocky.
I can go the route of creating 100''s of interlocking tiles (that is, create a unique rock/grass tile for when the block to the left is grass, the one above is grass, the one to the right is grass and the one below is Rock... if you follow me), but that is huge amounts of work.
I figure that the best way of doing this is to create alpha-tiles that are just grey-scale bitmaps and then somehow blend them with the two merging textures.
So, we would have:
Blend Grass Texture with Map Texture to create a new Grass texture with alpha-bits faded out.
Draw the Rock Texture.
Draw the blended grassα texture onto the rock, causing an effect that blends from the rock to the grass.
I could then use 50 or so Alpha textures to create blends between any two textures (diagonal lines, curvy bits, corners, etc).
I tried using texturestages, but I can''t get the grass&rock textures to blend properly and still yield an alpha-channelled bitmap... it creates instead a grass tile with one half painted black.
Can someone with more knowledge of texture stages perhaps supply a quick code snippet? Would be hugely appreciated.
''Doing the impossible is kind of fun'' - Walt Disney