Lightmaps, detail and multitexturing

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1 comment, last by NewDeal 22 years, 7 months ago
I just added support for lightmaps in my terrain engine. I render the lightmap with singlepass multitexturing (OGL ARB extension). Im also using a large texture which covers the entire map. This large texture is then blended with a detail texture to make things look better. This process is also handled with help from multitexturing. My problem is combining these things. For everything to work in a single pass i will need support for 3 active textures on my graphics card (which i dont have). My questions are. 1) How many texture slots (you know what i mean) does new graphics cards have today ? 2) Are there any alternatives to rendering this in multiple passes ?
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u use base + lm + detail thats 3 textures
the only cards that can do this in one pass are the radeon + geforce3
A/ radeon has 3 units + geforce3 has 4
B/ no u need 3 textures thus for a 2 texture at a time card u will need to do 2 passes.
Thanks zedzeek

Your tutorial on multitexturing helped me quite a bit btw

I really dont have the time for 2 passes. I guess i will have to blend the base and lightmap before rendering then. Should do the trick right ?

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