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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
