Members - Reputation: 101
Posted 21 April 2012 - 02:41 PM
Crossbones+ - Reputation: 4976
Posted 23 April 2012 - 01:53 AM
I'd be currently inclined to associated each fragment with a world position and issue a clip volume such as a sphere for each hole, calling clip/discard/kill if the fragments ends being in the sphere. Something similar has been done in Left Dead 2 if memory serves.
Messing with alpha maps might also be a possibility. It natively allows for a much higher hole count, I guess it'll also be much faster to render but the machinery required is fairly more involved.
In general, no, XNA/Direct3D does not feature natively this degree of control. You have to build it on top of the provided features.