Okay, everyone knows something like this, right?
typedef struct Vertex2D
{
public:
float mX;
float mY;
float mZ;
long mDiffuse;
float mTextureU;
float mTextureV;
} Vertex2D;
I want to multitexture... but I'm doing something weird. I want texture stage 1 to basically be multiplied by a single pixel in texture stage 2. Okay, easy enough... I add mTextureU2 and mTextureV2 to my vertex up there, and just set all the U2/V2 coordinates to my single pixel.
So here's my question:
Is there any way I can do this without adding two more floats to my vertex type?
I am not changing those UV's often. They stay the same a long time. There's no good reason for me to send them to the card with every single vertex, when I might have 10,000 vertices, all using mTextureU2=.1,mTextureV2=.37
So... is there any way I could not send them-- but clamp stage 2 to a certain texture coordinate, via stage sets or whatnot?
Thanks!



















