The multitexturing tag has no usage guidance.
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Multi-textured terrain XNA-monogame
I'm developing a TerrainEngine for my project and I have some issues with the multi-texturing part.
I already tried some techniques but it doesn't match with my TerrainEngine's conception.
My ...
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Is there a way to use the RGB channels of a texture as the alpha channel when applying multitexturing using OpenGL ES 1.1?
I have been trying to get texture compression using ETC1 (specifically PKM files) working for some time now. I am trying to do this without having to upgrade to OpenGL ES 2 so I have been using ...
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Which texture do I bind to when implementing multi-texturing?
I have been having some issues getting multi-texturing to work using OpenGL ES 1.1. I have two PKMs - one with RGB's and one for alphas and I am trying to combine the two as below:
int ...
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How do I implement multi-texturing using OpenGL ES 1.1 to combine separate RGB and alpha PKMs?
I have been trying to reduce the memory footprint of my textures in a Android game that I wrote without too much success. Based on research that I have done it seems that a good approach is to ...
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How can I read from multiple textures in an OpenGL ES 2 shader?
How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car.
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Is multitexturing really just “using more than one texture”?
This might seem stupid, but it bugs me. From what I understand, multitexturing is just using more than 1 texture per shader (usually to blend them somehow). So instead of creating 1 texture, I create ...