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Re: OpenGL texturing
> Don't make each unit be a separate texture. You'll get MUCH better
> performance if you can pack lots of little images into one larger texture
> and change the texture coordinates on the unit to select which piece of the
> texture to use.
This sounds a good idea...
> Sorting your units so you draw all of them that use texture map A before
> you switch to using texture map B - will make a MASSIVE difference to
> performance if you do run out of texture space on the graphics card.
Another good idea...
> > Are there run-time color transformations available for OpenGL (except
> > lightning or reflection...)
> There are a lot of possibilities - too many to discuss in email.
I 'll search around the net...
> You use glGenTextures() to get either one handle - or a bunch of them if
> you need a lot of textures.
> Then you use glBindTexture() to make that handle "current".
Ok, i got it.
>1) Draw the texture with transparent parts where the unit colours
> are needed. Draw each unit twice - once in it's "unit colour"
> and then again in white with the texture applied to it. Wherever
> there are holes in the texture, your unit colours show through.
> No textures to download or modify in realtime! One set of textures
> does for all the players.
I'll try this with some lights to change the colors...
>2) Just create one set of textures for each player and download them
> all at the start of the game. If there aren't too many unit
> types and player colours - that's a simple thing to do.
Too many units and too many players....
Again thank you, you've been very helpful.