Hi all:

What techniques are people using to implement shadowmaps, lightmaps and
radiosity maps?  Almost all of our geometry already has 2 texture units,
namely the base texture and the detail texture.  The detail texture adds a
fake "textured" look to our geometry, giving it the appearance of being
worked stone, plaster or other details.  We would like to add an additional
blended layer for shadow/light/radiosity.

It seems like the only way to do this would be with a 3rd texture unit.  If
we add a 3rd texture unit and the card only supports 2, then:

1. Will the geometry be rendered twice using multi-texture, and then a
second pass for the 3rd texture unit?
2. Will this work at all?
3. Any suggestions?

Thanks,

Dave Yazel

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