Texture index and mask
Blitz3D Forums/Blitz3D Programming/Texture index and mask
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..well..here it is, if i do this ElementTex=LoadTexture(Tex$,4) EntityTexture ElementID,ElementTex,0,0 its all working fine and my texture is properly masked so grass looking nice..now if i do this ElementTex=LoadTexture(Tex$,4) EntityTexture ElementID,ElementTex,0,1 Masking doesnt work anymore..texture is assigned but mask area is black..am I missing something, or I have to set something additionaly in order to use masked texture on other tex index than 0 ?? |
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Doesn't the texture need a texture below to blend to, if the 0 slot is empty? |
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well..why is it working on slot 0 if there is nothing under 0?? I mean, I just want to know eventually whats going on... |
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DOesn't slot 0 belnd to the vertex color of the triangle though? I'm not 100% sure whats happening, but try putting just a plain white texture on slot 0 and see what happens. Any reason why you can't use slot 0? Just as a side note, i've heard cubemaps on certain blend modes don't work unless they are in slot 0. |
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..im messing with multiple blending modes including Normalmapping blended over lightmap, so its looking really high detailed without incorporating any dynamic light..so suddenly I realized that if i do masking on slot 1, everythings fine except masking area is black..same goes to alpha..so i was wondering whats going on.. |
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I'm not sure if masking works with blended textures. Maybe you've to use alpha. |
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It recommends not using alpha textures. However, in projects i've done before, masking works perfect when blending. Do you have a cubemap thrown in there somewhere? Do you have media we could test? |
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Just to add to your info, this is what I've found works best for layers on Blitz Terrains; might work on mesh terrains as well: ;Layer 0 'Under' map ; Mark's Rock.bmp, texture scaled x 10 to 'breakup' the colourmap EntityTexture Terr\hEnt, Terr\hUmap, 0, 0 ;Layer 1 Colourmap ; covers whole terrain, texture scaled to terrainsize() EntityTexture Terr\hEnt, Terr\hCmap, 0, 1 ;Layer 2 Lightmap ; covers whole terrain, texture scaled to terrainsize() EntityTexture Terr\hEnt, Terr\hLmap, 0, 2 |