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Basiror

tile blending on terrains

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hello iam wondering whether i could do it the following way vertexarray texunit 0 bindtexture colorpointer texcoords pointer texunit 1 bind texture colorpointer tex coords pointer and texunit 0 tex envs is replace and texunit 1 tex envs is decals do you think that works? thx

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That's fine. Just make sure that you use glClientActiveTextureARB so that the vertex arrays are associated with the correct texture unit.

Edit: Looks like only the texture coordinate array is stored per-texture-unit. You must use the same color array for each unit.

CoV

[edited by - Mayrel on August 5, 2003 1:59:46 PM]

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well if i use a color array and set the first tex unit to REPLACE the color doesn t effect it anyways

and then i just apply a alpha as color and use this to blend the 2nd layer

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