Im having trouble with rendering multiple textures.
Using XNA gamestudio: working with 3D meshes and texturing.
Effect.fx HLSL
I do have a map/level that loads from a heightmap. – This works
I have created an effect.fx file that renders the textures. – This works
Multitexturing shader works to a degree where i hardly can alter the function.
So i can fade from different textures if i pass a height value, would have worked fine if the world was meant to be solid/static, but thats not the case here.
I want to hold certain variables to the vertex/faces and alter them in realtime while the vertexshader and the other drawing components renders it correctly as the variables is being altered.
Like if i wanted to paint a vertex/face red on a Grass-textured plane then this mentioned vertex/face would then be red.
Im having a hard time finding the problem.
Wasnt able to make a 2 dimensional for loop within the Pass technique loop
“that just made too much thinking and almost crashed the application”
Have looked trough the source codes for a few example app with no success.
looked all the way to page 2 on GooGle.
And even bought a book on the subject, but all iv’e got so far is how to render different textures when the vertex/faces reaches a certain height value on the Y axis.