Game Development Community

Multi-Texture Support

by Sean Doherty · in Torque Game Engine · 08/02/2004 (6:26 pm) · 5 replies

Does Torque support true multi-textures; or it it done using multiple passes similar to additive blending? If not will it be avalable in the new shadder engine?

Thanks

#1
08/02/2004 (8:23 pm)
Torque does natively support the multitexture extensions. The interiors use multitexture (for various things from fog to dynamic lights to environment maps). The terrain uses it for fogging, the water uses it (but is currently limited to 2 texture units) too, DTS (meshes) use it for fogging too and a few other tricks.
#2
08/03/2004 (10:51 am)
TSE allows you to specify multiple textures/passes for a material.
#3
08/03/2004 (12:42 pm)
What about multi-texturing as it relates to alpha blending for things like beam weapons?
#4
08/04/2004 (8:11 pm)
I'm not sure what you mean. You can do any alpha blending you want without multitexture. With multitexture you could do something like replace the alpha of one texture unit with that of another texture unit. You use multitexture to handle multiple texture unit processing (replace, modulate, interpolate, and so on). Blending with the actual pixel buffer is done after this step.

Hope that's clear :)
#5
08/05/2004 (10:14 am)
Not really sue what you mean. Can you give an example?

You can do additive and subtractive blending of DTS shapes, if that is what you mean? That isn't really related to multi-texturing, though, AFAIK.