{: This sample mixes two textures by using multitexturing. Multitexturing requires at least two materials in the material library: This structure allows reuse of second textures among a variety of materials, this is particularly usefull for details maps, which are usually just "noise" to be applied on different base textures. You can also use it to reuse a basic standard lighting map throughout many objects, thus reducing texture memory needs (many shadows can be derived from a few deformed basic maps). The texture matrix (scale, offset) are adjusted independantly for the two textures, in this sample, the TrackBar adjusts an isotropic scaling. When multi-texturing, never forget that both texture modes (decal, modulate etc.) are honoured. For instance, if you "Decal" a non-transparent second texture, the base texture will be completely replaced! } program MultiTexture; uses Forms, fMultiTexture in 'fMultiTexture.pas' {Form1}; {$R *.RES} begin Application.Initialize; Application.CreateForm(TForm1, Form1); Application.Run; end.