Texture index and mask

Blitz3D Forums/Blitz3D Programming/Texture index and mask

..well..here it is, if i do this

ElementTex=LoadTexture(Tex$,4)
EntityTexture ElementID,ElementTex,0,0

its all working fine and my texture is properly masked so grass looking nice..now if i do this

ElementTex=LoadTexture(Tex$,4)
EntityTexture ElementID,ElementTex,0,1

Masking doesnt work anymore..texture is assigned but mask area is black..am I missing something, or I have to set something additionaly in order to use masked texture on other tex index than 0 ??

Doesn't the texture need a texture below to blend to, if the 0 slot is empty?

well..why is it working on slot 0 if there is nothing under 0?? I mean, I just want to know eventually whats going on...

DOesn't slot 0 belnd to the vertex color of the triangle though? I'm not 100% sure whats happening, but try putting just a plain white texture on slot 0 and see what happens.

Any reason why you can't use slot 0?

Just as a side note, i've heard cubemaps on certain blend modes don't work unless they are in slot 0.

..im messing with multiple blending modes including Normalmapping blended over lightmap, so its looking really high detailed without incorporating any dynamic light..so suddenly I realized that if i do masking on slot 1, everythings fine except masking area is black..same goes to alpha..so i was wondering whats going on..

I'm not sure if masking works with blended textures. Maybe you've to use alpha.

It recommends not using alpha textures. However, in projects i've done before, masking works perfect when blending. Do you have a cubemap thrown in there somewhere? Do you have media we could test?

Just to add to your info, this is what I've found works best for layers on Blitz Terrains; might work on mesh terrains as well:

;Layer 0 'Under' map ; Mark's Rock.bmp, texture scaled x 10 to 'breakup' the colourmap
EntityTexture Terr\hEnt, Terr\hUmap, 0, 0

;Layer 1 Colourmap ; covers whole terrain, texture scaled to terrainsize()
EntityTexture Terr\hEnt, Terr\hCmap, 0, 1

;Layer 2 Lightmap ; covers whole terrain, texture scaled to terrainsize()
EntityTexture Terr\hEnt, Terr\hLmap, 0, 2