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Best way to give GLSL multitexture-blending values ?

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Hi! I'm currently redesigning my terrain shader, and am wondering what you think would be the most efficient way of providing blendvalues to the shader - using attribute pointers or using blendmaps? Blendmaps would take more memory and additional texture-units... but I guess it's easier on the graphics-bus than constantly providing the shader with attributes? Anyone who has dealt with this before? Thanks for your time! /Robert

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use a texture, the quality is gonna be far higher also it prolly wont be that much slower (if at all) anyways its simplier to do

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