Texture splatting?

BlitzMax Forums/BlitzMax Programming/Texture splatting?

Mr. Write Errors Man(Posted 2007) [#1]
Hi all,

Has anyone done texture splatting in BMax?

Basicly texture splatting means that you draw an image (texture) and use a separate source for alpha channel. See for example this article: http://www.gamedev.net/reference/articles/article2238.asp

I have never messed with Max2D internals so I don't dare to try to do it myself (don't know where to begin), but implementing the fixed function pipeline approach doesn't look too complicated.

-AF


tonyg(Posted 2007) [#2]
I've done a bit with DX :


<edit> Depending on your machines (or target) multitexture capability you either use another texturestage to mix with another texture (singlepass multitexture) or create a new pass and use the output as input (multipass multitexture).
<edit2> I have some better examples but they all broke when DX driver was changed and I haven't got time to fix them.


Mr. Write Errors Man(Posted 2007) [#3]
Thanks!

It seems it was even more simple than what I thought!

-AF