dunk a écrit :
hey all,
some people may know i was trying to get multitexturing to work and was
having some problems. the problem came from using glMultiTexCoordARB*.
if i changed these calls to the regular glMultiTexCoord* functions ( as
it was incorporated into opengl 1.3 ) everything functions properly.
now grepping the source this morning i noticed that cell shading relies
on multitexturing ( why did no one tell me?? ).
The landscape rendering engine also relies on multitexturing. The
differrence with cellshading is that multitexturing is done with 2
passes. Cellshading multitexturing is done with glMultitexCoord* and
glActiveTexutre ARB extensions.
dunk [aka d1223m]
I started working on multitexturing 2 months ago but unfortunately had
no time the few past weeks to go further. At the same time, i
implemented a way to texture animated image (for example an animated png
or gif file). It worked with a nice result. I had a private mail
discussion with Jiba about that (sorry, i'm not a fan of irc) and it
appeared that we should work on a general design that would take into
account the similarities between animated images texturing (a set of
image textured sequentially) and multitexturing (a set of images
textured at the same time).
I have to translate these mails and write a synthesis that i will post here.
I think it would be intersting to have a team work about this subject.
Cheers,
Thomas