Um, actually, there is some confusion here over TMU's, and thier individual components. You guys are speaking in broad terms, I'm talking specifics.
Texture mappingm units include texture filters, texture memory, and a few other elements.
Texture mapping follows thusly:
1) Specify the texture. (R, G, B, A, mipmapping)
2) Indicate how the texture is to be applied to each
pixel. (decal, modulate, blend)
3) Enable texture mapping.
Before actual mapping can happen, certain work needs to happen first. I find the fault in a specific area, you guys are clueless spouting acronyms you aren't really aware of.








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