Jump to content
  • Advertisement

Archived

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

x86asm

OGL and Multi-Texturing

This topic is 5858 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

I was wondering what the calls are to do multitexturing on OpenGL. I was reading an OpenGL tut and it shows clearly that you need 3 tex co-ords (u,v) for each vertex. Do I pass the 3 tex co-ords for both textures? I want to implement a light mapping system because as you all know, the norlam point and directional lights are SO CPU/GPU bogging that I can''t use them and have a exceptional frame rate at the same time. -Assembly (x86/x87/MMX/3DNow!) -C/C++ -Visual Basic -Turing (And only 15 years old!!)

Share this post


Link to post
Share on other sites
Advertisement
I found the multitexturing tutorial from Gametutorials.com to be helpful when I was learning. Perhaps you will too. It''s at the bottom of the page.

http://www.gametutorials.com/Tutorials/OpenGL/OpenGL_Pg1.htm

I hate have to split some cost of something between three people would you are out to buy something and not being able to do the split correctly during our inferior base-10 system. -- felonius

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!