Lightmaps, detail and multitexturing
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 ?
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.
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.
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