-
Member
Regular Contributor
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.
-
Re: multipass/multitexture blending
Have u tried using standard multitexturing, as long as your card supports it, its alot easier?
-
Senior Member
OpenGL Guru
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)
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules