James Sweeney
03-13-2010, 04:43 PM
So I've searched for an answer to this and either cannot find one or do not understand that actual problem. basically here is what Im trying to do
I generate a heightmap and have about 5 different textures that consist of various parts of the height map. Originally what I did was split the height map up into five different pieces and draw each one then redraw each one with different textures and blend them. This was done by changing the various alpha values for each redrawn texture using
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, mAlphaColor);
where mAlphaColor is an array of colors with varying alphas.
What I wanted to change this to was simply drawing the terrain once and having the 5 textures each have their own alpha values to determine if they should be drawn or not. Since I can only set one ColorArray per mesh I have no idea how to do this. Can I? Any help is greatly appreciated.
I generate a heightmap and have about 5 different textures that consist of various parts of the height map. Originally what I did was split the height map up into five different pieces and draw each one then redraw each one with different textures and blend them. This was done by changing the various alpha values for each redrawn texture using
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, mAlphaColor);
where mAlphaColor is an array of colors with varying alphas.
What I wanted to change this to was simply drawing the terrain once and having the 5 textures each have their own alpha values to determine if they should be drawn or not. Since I can only set one ColorArray per mesh I have no idea how to do this. Can I? Any help is greatly appreciated.