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Multitexturing/Multipass rendering question...

Started by NightShade Dec 4, 2001 at 1:44 AM 0 replies 400+ views
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NightShade
NightShade
Hiya, Okay, I have a big mesh. Say it''s a terrain tile. I have a main texture (stretched over the entire tile). I have a detail texture (which I tile over this tile, making nice rocky looking details). I also want to blend this tile into the tile next to it (they have different textures). I want to do this at run time, so I have an alpha texture. The worst case is that this tile is bordered on the 4 sides by 4 other tiles all having different main textures. So to draw this, currently I''m doing: --- Pass 0 --- Stage 0 - the main texture Stage 1 - the detail texture Render the tile for each differing neighbor { --- Pass 1 --- Stage 0 - the main texture of the neighbor Stage 1 - the alpha texture Render the tile again --- Pass 2 --- Stage 0 - the detail texture of the neighbor Stage 1 - the alpha texture Render the tile again } I''m just looking for ideas as to maybe speed this up a little bit. I mean first of all, assuming a HW T&L card, it''s going to have to re-transform and light all the vertices each time right? Is there a faster way, while still making use of HW T&L? Does anyone know off hand of a way to maybe squeeze this rending into less passes? I can only safely assume 2 stages on a Geforce. Thanks!
-ns-

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