1) You could use multi-texturing, but I've never seen this work particularly well. (look at the javadoc for TextureUnitState)
2) You could draw 2 polygons very slightly apart with a single texture on each using standard transparency. 3) If the amount of alpha isn't going to vary at runtime you could preprocess the textures into a new texture and just apply that. The preprocessing can be done using Java 2D (look at BufferedImage/ImageFilter javadoc). I've tried each one for a terrain engine I was writing (http://pondering.newdawnsoftware.com) but ended up using number 3 since it smallest FPS hit. HTH Kev > Hi, > > I'd like to render two textures on a surface using an alpha mask to > specify what portions of the lower texture should show through and blend > with the top texture. The alpha mask and, if possible, its texture > coordinates should be modifiable at runtime. > > Any thoughts on how I may be able to achieve this? > > Thanks! > > Martin > > =========================================================================== > 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". -- Jose UML - http://www.newdawnsoftware.com/jose Pondering RPG - http://pondering.newdawnsoftware.com =========================================================================== 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".
