Texture Splatting

Blitz3D Forums/Blitz3D Programming/Texture Splatting

Oh, if that's the case Vivid does this already with pixel shaders. It's possible to use a 3rd uv +mask layer to define the mask, and then you (Well vivid)multply's texture 1 by the pixel color of the mask texture, inverses the luminance, then multiplys that by the second texture...Then add the results together, and multiply by your ambient level..and bada bing. Perfect seemly texture transistions.

It works beautifully, and barely affects the frame-rate.

And cos your limiting each texture by a color alpha map you can also overlay a 3rd texture in this..A control texture.
Literally making it possible to write ANTONY in white letters, save this as the mask, combine this with the terrains rock and snow texture..run, to be greeted by ANTONY wrote in snow, the rest in rock...

Rambling again, but anyway, if you can get it running b3d noel, I'd go for it. I can't see how myself..(Many artists have told me it's possible in b3d...but their explinations made no sense to me ;) )