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Multipass lighting

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I think I could do multipass lighting with this algorithm: lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); lpD3DDevice->SetRenderState(D3DSRC_BLEND, D3DBLEND_ONE); lpD3DDevice->SetRenderState(D3DDEST_BLEND, D3DBLEND_ONE); lpD3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); for each light { render the scene with the current light activated(); } What do you think about it? Do you know an better way of achieving it?

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