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Re: Multitexturing using alphas

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Multitexturing using alphas
From: Jeff Quan <jquan at mindspring dot com>
Date: Wed, 5 Jul 2006 15:58:23 -0700
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On Jul 5, 2006, at 3:18 PM, Lo Saeteurn wrote:

I want to use alphas to do multi textures. I know a 1-bit alpha texture shouldn't have much problems.

I want to be able to support multiple textures in my game engine because using a single flattened texture (with everything burned in) uses way too much texture memory. I am willing to sacrifice some performance for much less video memory requirements.


Do you mean combining pictures into one texture -- like decals on a model -- layering masked picture upon picture before applying it via Material.Texture?

If this is the case, then what I can share comes from Zombies: I've seen a delay when combining lots of pictures to create a final texture. Most of the combining happens before a game starts to create the humans, but we do swap textures in-game when a human is converted to a Zombie.

I've never looked into whether the delay comes from combining the pictures (Up to 12 layers of masked pictures for Zombies) or from adding the texture to a model.

==
Jeff Quan
jquan at mindspring dot com
http://www.jcquan.com/JQportfolio


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