No, Q3 and RTCW use TMU 0 and 1 only. I see some commented out code in
RTCW that is supposed to do some dynamic lighting on the third TMU if
available. Otherwise everything's pretty much hardcoded on 0 and 1.

TTimo

On Tue, 19 Feb 2002 09:51:27 -0800
Ian Romanick <[EMAIL PROTECTED]> wrote:

> On Tue, Feb 19, 2002 at 04:42:02PM +0100, Timothee Besset wrote:
> > What is the name of the extension? Since it's not implemented in the DRI,
> > I can tell for sure that it's not used on linux, and it's likely not used
> > on win32 either (at least for Q3, the number of extensions used was
> > restricted to only the major ones).
> 
> It's just the regular old ARB multitexture extension.  That particular
> extension supports (somebody correct me if I'm wrong) between 2 and 8
> texture units.  All cards except the original Radeon only have 2 texture
> units.  The Radeon has 3.
> 
> Back on 17-May-2000 John said in a .plan that "games that do a significant
> number of rendering passes on the entire world may go back in ATI's favor if
> they can use the third texture unit, but I doubt it will be all that
> common."  However, he never said if it would be common in id games. :)
> 
> -- 
> Tell that to the Marines!
> 
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