Texture splatting?
BlitzMax Forums/BlitzMax Programming/Texture splatting?
| ||
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 |
| ||
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. |
| ||
Thanks! It seems it was even more simple than what I thought! -AF |