Determining Color by Blending Textures

In the real world, not very many applications will use simple pseudo-randomly generated colors when rendering models. Models are normally generated with highly detailed textures, and occasionally quite a few of them. What if there were a scenario where you needed to blend two or more textures for your model? Sure, you could do that with the fixed-function pipeline, but what if the model was something like “tiny.x”, which most of the code in this book uses? This model only uses a single texture, so how will you use two textures blended together?


Since you will be manipulating a pixel shader in this code, one thing you may notice is that the amount of available ...

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