Multipass rendering of terrains.
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
Multipass rendering of terrains.
If I use the technique of using multiple passes to render terrain splatting with EMT_SOLID_2_LAYER then can I render my own lighting effects with the final pass and use only the texturing features of the first few?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
I'm interested in this as well. Are there actually any alternatives to multipass rendering, other than using custom shaders?
My understanding of EMT_SOLID_2_LAYER is that the base texture is always rendered at 100% alpha, and then the second texture is blended over it based on the vertex alpha. So each pass would obliterate the previous pass. I think you want to use EMT_TRANSPARENT_VERTEX_ALPHA instead. But I'm a noob, so I could easily be wrong...
My understanding of EMT_SOLID_2_LAYER is that the base texture is always rendered at 100% alpha, and then the second texture is blended over it based on the vertex alpha. So each pass would obliterate the previous pass. I think you want to use EMT_TRANSPARENT_VERTEX_ALPHA instead. But I'm a noob, so I could easily be wrong...