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Lightmaps, detail and multitexturing


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#1 NewDeal   Members   -  Reputation: 134

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Posted 30 August 2001 - 08:26 AM

I just added support for lightmaps in my terrain engine. I render the lightmap with singlepass multitexturing (OGL ARB extension). Im also using a large texture which covers the entire map. This large texture is then blended with a detail texture to make things look better. This process is also handled with help from multitexturing. My problem is combining these things. For everything to work in a single pass i will need support for 3 active textures on my graphics card (which i dont have). My questions are. 1) How many texture slots (you know what i mean) does new graphics cards have today ? 2) Are there any alternatives to rendering this in multiple passes ?

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#2 zedzeek   Members   -  Reputation: 528

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Posted 30 August 2001 - 10:50 AM

u use base + lm + detail thats 3 textures
the only cards that can do this in one pass are the radeon + geforce3
A/ radeon has 3 units + geforce3 has 4
B/ no u need 3 textures thus for a 2 texture at a time card u will need to do 2 passes.

#3 NewDeal   Members   -  Reputation: 134

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Posted 30 August 2001 - 11:18 AM

Thanks zedzeek

Your tutorial on multitexturing helped me quite a bit btw

I really dont have the time for 2 passes. I guess i will have to blend the base and lightmap before rendering then. Should do the trick right ?




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