You'll run into the same issues with hardware rendering as long as you are using anything but pick nearest filtering (which looks ugly).
*googles 'pick nearest filtering'* oh, so like minecraft rendering
![Smiley :)](https://www.jpct.net/forum2/Smileys/default/smiley.gif)
. Just out of curiosity, how would i tell jPCT to use that?
EDIT: Found it
![Smiley :)](https://www.jpct.net/forum2/Smileys/default/smiley.gif)
. Texture.setFiltering(boolean filter); Feels kind of weird, though, having trilinear filtering set in another place...
I would go for separate textures instead.
1) can I do this with software render, or should I just go over to OpenGL, which I will probably do inevitably?
EDIT: Forget the software render. It's ugly and I would have needed to ditched it before any sort of release anyways. I have already converted to full OpenGL
![Smiley :)](https://www.jpct.net/forum2/Smileys/default/smiley.gif)
2) how exactly do I go about multi-texturing? Do I need to make multiple Object3D instances to get it to work??
EDIT: I figured it out
![Tongue :P](https://www.jpct.net/forum2/Smileys/default/tongue.gif)
. Now I feel stupid. Now it looks a little weird without anti-aliasing, but whatever.