RE: [Algorithms] Effective usage of multitexturing
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From: Tom F. <to...@mu...> - 2002-08-07 11:06:11
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If you're using DirectX, look at the D3DXEffects system. Actually, even if you're usng OpenGL, have a look at it, because it has a really good framework for dealing with everything from single-texture devices all the way up to pixel-shader ones. Even if you implement your own in the end, it's a good template. Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Stefan Maton [mailto:me...@sk...] > Sent: 07 August 2002 08:55 > To: Algorithms > Subject: [Algorithms] Effective usage of multitexturing > > > Hi, > > I have a small but important question : > > What is the best way to implement multitexturing support ? > > I'm thinking of it for several month but I didn't find any > 'easy' way to do it ? The main problem I see is how to > distribute the different texture maps across the texture > pipes and how to split them when a multi pass solution > is needed. > > Example : > > I have a character head with helmet : > > Tex1 : Bumpmap for Tex2 > Tex2 : Diffusemap > Tex3 : Texture map describing where to apply envmap. > Tex4 : Env > > On GF1/2 I would have to do this in multi pass. > GF3 and up I can use multitexturing (afaik). > > How do you guys handle this ? > > Kind regards, > Stefan > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |