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- {: This sample mixes two textures by using multitexturing.
- Multitexturing requires at least two materials in the material library:<ul>
- <li>a base material: determines the basic properties, incl. blending, colors
- and lighting-related properties
- <li>a second material: determines the second texture (color and other
- properties are ignored)
- </ul>
- 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.
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