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Thread: multipass/multitexture blending

  1. #1
    Member Regular Contributor Julien Cayzac's Avatar
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    multipass/multitexture blending

    Hi,

    I've never used multipass rendering before, so I was wondering what the Cp color wuld be after I do the following:
    pass 0: compute the 1st part of the fragment color.
    enable blending, src=ONE, dst=ONE, func=ADD
    pass 1:
    env for texture0: replace texture

    Now when I set up the environment for the next texture, what do Cp refers to? To the texture0's texel color or to to the result of (color(after pass 0) + color(t0)) ?
    Same question for Cf: is this the result of the 1st pass or actually the color of the new incoming fragment?

    Thanks.

    Julien.

  2. #2
    Intern Contributor
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    Re: multipass/multitexture blending

    Have u tried using standard multitexturing, as long as your card supports it, its alot easier?

  3. #3
    Senior Member OpenGL Guru zed's Avatar
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    Re: multipass/multitexture blending

    i have an app that shows the maths behind blending i can mail it to u if u want sexybastardBOLLUX@xtra.co.nz (remove bollux)

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