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P156: Phoenix Engine Update 13: Texturing Part 2

by on Mar.15, 2015, under Software and Games, Software Engines

After quite a lot of work, I have managed to implement texturing in this project. I had to fix numerous bugs, and again deal with the OpenGL state machine, but eventually I did implement the texturing.

Meshes can have submeshes, and objects can have multiple textures per file. I have not tested complex effects, such as bumpmapping, normal mapping, or lighting.

Texturing does not seem to have had a major effect on performance, but I am only using 256X256 textures, so these shouldn’t add much to the memory footprint of the project.

 

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