Original Post
Hi there:
I am currently working on a terrain rendering project. I have 2 problems with it.
1: The terrain has 4 textures for multi-textureing(grass,sand,rock ....), and also has a 4 channels(RGBA) detail texture to indicate weight of each texture.(ie.128,0,127,0 roughly means %50 grass and %50rock). By using shader, this is easy, final = a*R + b *G + c*B + d*A where a,b,c,d are sample color from textures.But how to implement it without shader? For example, we might use glTexEnv for multitextureing?
Is that possible to render it without shader and in single pass?
2: if terrain textures are up to 8, then it will be 10 texture units(8 textures,2 details) it seems it is impossible to render it within single pass even if with shader.(because most video cards only support 8 texture units for multitextureing)
Is there any way to render it in single pass?
thanks for your helps!
I am currently working on a terrain rendering project. I have 2 problems with it.
1: The terrain has 4 textures for multi-textureing(grass,sand,rock ....), and also has a 4 channels(RGBA) detail texture to indicate weight of each texture.(ie.128,0,127,0 roughly means %50 grass and %50rock). By using shader, this is easy, final = a*R + b *G + c*B + d*A where a,b,c,d are sample color from textures.But how to implement it without shader? For example, we might use glTexEnv for multitextureing?
Is that possible to render it without shader and in single pass?
2: if terrain textures are up to 8, then it will be 10 texture units(8 textures,2 details) it seems it is impossible to render it within single pass even if with shader.(because most video cards only support 8 texture units for multitextureing)
Is there any way to render it in single pass?
thanks for your helps!
