I'm trying to make detail texture that is only visible close up. It'd be nice if it faded in but just appearing would do.
Now this lod_level material thing, does that effect the whole mesh when it selects another technique? If it does then it'd be no good for detail textures.
Perhaps if I emptied the detail textures lower mip maps the graphics card would do it for me (would this still be processed further away?)
Any other strategies?
this is the material (first technique with detail texture, 2nd just plain)
[EDIT] fixed errors, still doesn't do anything
Code: Select all
material 09_-_Default
{
lod_distances 500 1000
technique
{
lod_index 0
pass
{
ambient 1.0 1.0 1.0
diffuse 1.0 1.0 1.0
specular 0.1 0.1 0.1 40
emissive 0.0 0.0 0.0
scene_blend one zero
depth_check on
depth_func less_equal
depth_write on
depth_bias 0
cull_software back
lighting on
fog_override false
shading phong
colour_write on
texture_unit
{
texture tarmac.jpg 2d
tex_address_mode wrap
filtering linear linear point
colour_op modulate
scroll 0.0 0.0
scale 1.0 1.0
rotate 0.0
}
texture_unit
{
texture asphalt_004.jpg 2d
tex_address_mode wrap
filtering linear linear point
colour_op_ex modulate_x2 src_texture src_current
colour_op_multipass_fallback one one
scroll 0.0 0.0
scale 0.1 0.1
rotate -28.0
}
}
}
technique
{
lod_index 1
pass
{
ambient 1.0 1.0 1.0
diffuse 1.0 1.0 1.0
specular 0.5 0.5 0.5 40
emissive 0.0 0.0 0.0
scene_blend one zero
depth_check on
depth_func less_equal
depth_write on
depth_bias 0
cull_software back
lighting on
fog_override false
shading phong
colour_write on
texture_unit
{
texture Grass.jpg 2d
tex_address_mode wrap
filtering linear linear point
colour_op modulate
scroll 0.0 0.0
scale 1.0 1.0
rotate 0.0
}
}
}
}

