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A question for you Arno:
When predicting/minimizing drawcalls is there a way to exclude some textures of the process?
The purpose is simple: imagine an object (a lighthouse, for instance
) having some parts transparent (like glass of the lantern, or railings).
If I try to predict/minimize drawcalls, MCX does the job perfectly but transparent textures are then mixed on same maps together with solid parts.
How should I do to have railings and glass on a separate map? Is it even possible?
When predicting/minimizing drawcalls is there a way to exclude some textures of the process?
The purpose is simple: imagine an object (a lighthouse, for instance
If I try to predict/minimize drawcalls, MCX does the job perfectly but transparent textures are then mixed on same maps together with solid parts.
How should I do to have railings and glass on a separate map? Is it even possible?
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