Texture masks in 3D prob
Hello everyone.
I am making a 2D isometric tile-based game in D3D9 using textured quads, and here is my problem.
I need to have terrain transitions for different-looking tiles so that it doesn''t look that square. You can view the sample screenshot at http://project.dark.am/dev/files/silver/screenshots/transition.jpg
As you see, I need to some kind of ''mask blt'' the edge tiles having 8 masks for each edge of each tile. What I''m doing now is locking the edge tile, masking it, unlocking and drawing. Using this technology my application crashes if there are some 15+ tiles placed on the scene. Lock/Unlock swallows too much time. The question is - how to solve this problem. If there''s a faster way of masking the textures, or a technique of less lock/unlocks... anything would be appreciated. Thanks for assistance.
Silver.
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