DANIEL BASS (daniel++at++aaicorp.com)
Wed, 08 Apr 1998 12:36:33 -0400
For my application, I want to create a texture map which consists of a series of
silhouettes, stored as different alpha values. Then by setting an appropriate
alpha reference value and alpha function, I can choose which sillhouette to use.
The polygon I attach this to, I just want black and z-buffered, so it just hides or
doesn't hide things behind it.
So my question is, what is the most efficient way to store and use a set of these
textures? Since I am only really using 8 bits of interest, can I somehow use the
Texture environment channel select feature and overlay 4 different textures
in a single RGBA image?
P.S. For what its worth, my application is running on an O2, with Performer 2.0
--daniel
Daniel Bass
AAI Corporation
(410)628-8551
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