[Bf-committers] Merging material settings for game engine and
rendering
Alexander Ewering
blender at instinctive.de
Fri Feb 11 03:08:36 CET 2005
On Thu, 10 Feb 2005, Mal wrote:
> Hi Alexander,
>
>>> If a texture exists on material slot 1, it becomes the normal texture. If
>>> a reflection texture is mapped above it, it becomes a reflection map. If
>>> a texture is applied in slot eg 3, with a blend, it becomes a
>>> multi-textured object. etc etc.
>>
>> I don't know if opengl supports all the mapping modes (cubes, sphere, tube,
>> flat,
>> then orco, glob, object, etc.), blending modes, etc. ..
>
> For most of these modes, the UV's per face should be relatively easy to pass
> to the game engine.
Yeah. But notice that in some modes, coordinates change constantly. For example,
Global and Object.
| alexander ewering instinctive mediaworks
| ae[@]instinctive[.]de http://www[.]instinctive[.]de
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