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Multitexturing depending on given variables?

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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.


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