Archived

This topic is now archived and is closed to further replies.

tile blending on terrains

This topic is 5242 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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

Share this post


Link to post
Share on other sites
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]

Share this post


Link to post
Share on other sites