Just curious, Blitz3D allows for 8, but what's the most you've used on 1 mesh in a project?
Anyone used >4 texture layers on a mesh?
Miscellaneous Forums/General Discussion/Anyone used >4 texture layers on a mesh? I think its gfx card specific. Im pretty sure my old geforce 4 started to get a big performance hit after 4 and this is a very common card in laptops and cheap onboarders.
I would have said <=4 is the safe bet if you want maximum compatibility.
I would have said <=4 is the safe bet if you want maximum compatibility.
Err.. 3. I guess a heightmap doesn't count. Never tried more than that.
I'm using more due to my observations on special effects that can be implemented with this method. I will be pushing for the maximum - why waste any? I've got a hard-core system.
3 on a terrain (mesh) - color map, detail texture, lightmap
puki: You developing for yourself only then? :)
"3... is the magic number....."
"3... is the magic number....."
Used 3 on my fishy demo, 1 base texture, 1 lightmap and 1 caustic effect
http://www.blitzbasic.com/gallery/view_pic.php?id=93&gallery=&page=51
http://www.blitzbasic.com/gallery/view_pic.php?id=93&gallery=&page=51
puki: You developing for yourself only then? :)
Just him and everyone who already owns all the games he ripped his content from.
I've never gone beyond 2, but then I've never used landscapes. I'd go up to four for a landscape but since there are some half-decent videocards with just four texture pipelines, I wouldn't go beyond four.
I've used 4 for terrains, but your limited too much by only 2 UV channels to really do a great job of things. Especialy if one is being used for a lightmap. Its easier to use two seperate meshes and careful sorting.
Iam working on a engine with 32 texutes on a Terrain
The bigest slow down with textures is that one creates empty vertex they eat upp all GPU time.
The bigest slow down with textures is that one creates empty vertex they eat upp all GPU time.
Looks like I am way ahead here - "Wings" is clearly fibbing.
32 layers with only 2 UV sets? Yeah, right. :)
but your limited too much by only 2 UV channels to really do a great job of things
Not wishing to go off topic, but I'm interested to know what your prefered maximum number of uv sets would be? Would it be better to have the same amount as texture layers or would that just be over kill? Would it be better to have the same amount as texture layers or would that just be over kill?
Ideally, yes, as it would provide maximum flexibility for texturing.