We are doing this right now, the "detail" use of multi-texturing, with no problem in the DirectX version.  The OpenGL version has some problems on hardware accelerated multi-texture cards, aka the GeForce.

We have only tried no more than 2 textures at once however....

David wrote:
036c01c0542f$0b90a9c0$b26ca7cc@net">
4325851 Hardware MultiTexture not supported even though numActiveTexture <=
supported num

Is this in reference to all multitexturing or just people trying to do more
than 2?

In other words can I have two seperate textures, one "stretched" and another
one "detail" where the detail is wrapped at a higher density. Say stretch a
128 texture over 100 meters, then multi texture a 128 texture wrapped twice
to give the appearance of more detail than there really is?

Dave Yazel
Cosm Development Team

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