Hey everyone!
I am thinking of creating every object in my world with 2 UV sets and 2 different textures.. I want to do this because then I can add,, say moss to a tree, while not needing to mess up the wood texture.. I can add seamlessness to a tile-looking texture by adding random spots of overlay..
Example.. if I have a room made up of a tiled brick texture..
boooring ^^ but then I add a Masked image of several tileable cement splats which I put here and there.. voila, not so boring ^^
The thing is... will this severly affect performance? Im talking EVERY object here..
This is the method Im gonna use:
No alpha... just mask..
I am thinking of creating every object in my world with 2 UV sets and 2 different textures.. I want to do this because then I can add,, say moss to a tree, while not needing to mess up the wood texture.. I can add seamlessness to a tile-looking texture by adding random spots of overlay..
Example.. if I have a room made up of a tiled brick texture..
boooring ^^ but then I add a Masked image of several tileable cement splats which I put here and there.. voila, not so boring ^^
The thing is... will this severly affect performance? Im talking EVERY object here..
This is the method Im gonna use:
cube=LoadMesh("test.b3d") PositionEntity cube,0,0,15 ; Load texture tex1=LoadTexture( "brucks.png" ) TextureCoords tex1,0 tex2=LoadTexture( "rainbow.png",4) TextureCoords tex2,1 TextureBlend tex2,1 ; Texture cube with texture EntityTexture cube,tex1,0,0 EntityTexture cube,tex2,0,1
No alpha... just mask..
