anyone remember fixed function blend ops?
anyone any good with them?
in the past i resorted to writing my own 10 channel weighted texture blender because i couldn't seem to get the desired result (4 way weighted blending) with blendops.
i'm now faced with the challenge of drawing snow on the ground in Caveman (openworld rpg/person sim - fps interface).
in the previous version, i used a pre-blended 50-50 snow texture for each regular ground texture, and a single 100% snow texture.
but this time around, there are more types of terrain, and each type now has 4 seamless tiled textures (for the moment, may add more) instead of just one base texture that got mirrored in x and z to reduce moire`. so lots more textures to make a "half snow" version of.
obviously, variable alpha blending of a 100% snow texture would be ideal, but probably too much of a performance hit. basically drawing two complete ground meshes, the regular one, and a variably translucent snow one just above it.
on the other end of the scale, pre-blended textures would be fastest,but would be limited to the % blends done ahead of time, and memory could become a factor if a large number of textures was required.
i need a low overhead way to do this. so i was thinikng maybe a two stage blendop might not be so bad. and i'd only need one texture instead of pre-blending dozens.
any blendops come to mind? are they fast? i really can't afford anything like a true multipass algo.