HI,
Can if he{*it*} please you, me given an example of a script *.material for the multi texture. For 2 textures?
That shall be really kind.
Thank you in advance.
Just repeat the texure_unit {} section, and set colour_op_ex / alpha_op_ex to determine the blending. There are plenty of examples in the distribution, here's one from the very top of Example.material (didn't look very hard, did you? )
sinbad is there any way to use three texture unit blends to combine the two texture units in the script above, ie the diffuse texture and the environment map texture, with a traditional 8 bit grayscale bump maps in one or more passes?
i know that emboss maps are not as good looking as normal maps. however i'm working on a web implementation of ogre that will seek to get the most out of older graphics cards, and this means old style gray scale bump maps. viewpoint technology could do it, it would be a shame if those proprietary meanies could one-up ogre on this.
p.s. i've tried to follow your advice in my other thread about finding a specular vertex shader, but it is really beyond my grasp as a content developer and not 3d programmer.
I thought more complex it is genial as this.
One last one small question on this subject,
If I puts commands{*orders*} with the embrace of texture_unit esque this one applies in both texture?
I have an example of code here.
hebdemnobad: You can use as many texture_unit entries as your card allows. If you exceed the limit, the additional units get shunted into another pass using the colour_op_multipass_fallback. I'd recommend ditching the idea of 8-bit greyscale bumps though, emboss mapping really sucks these days
Made I would like to know if we put the line Ambient 0.5 0.5 0 for example before texture_unit are that it also affects the others texture unites? A small example: