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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: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Wed, 5 Jul 2006 17:35:50 -0700
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References: <2D9BDC80-BF47-4DD7-9350-BB88F1398D71 at miensoftware dot com> <9EA87C43-65B9-4BCA-952F-CE9331D6FC0A at mindspring dot com>
Sort of... More like light maps, but by using multiple copies of the same model (like how you did in Renegades).

In your case, it seems to be memory related. When video memory is used up, it swaps it to RAM. When it is needed again, it loads it
from RAM.

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.
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