How should I set up my rendering sequence

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6 comments, last by opengl_coder 20 years, 10 months ago
Hello Guys! How should I set up the rendering sequence in my project? The project has got alpha textures and stencil shadow wolumes. I guess that I have to call them in the right order... cheers opengl_coder
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Don''t know about the rest of it, but alpha objects should definitely be last, rendered from back to front with depth testing on, but depth writing off.
It's not what you're taught, it's what you learn.
Standard objects. - Chars, world, stuff
Shadows.
Alpha. - particals.
Now what about shadows on a window? With shadow then alpha, you see the shadow in the room through the window... but what if there is a shadow on the window?

(ok, I''m evil, a little bit)
If you need shadows on windows you need to render shadows 2 times. One for the world, once for windows. = BAD IDEA
Plus shadows on windows Really don''t exsit, except for the lack of reflection that occurs. or by haveing dust on it. if it is a real window tho, it shouldn''t have a prob.
Plus shadows on windows Really don''t exsit, except for the lack of reflection that occurs.

However they certainly do exist on say, alpha-mapped trees...
Yes they do, but you just use alpha test to make those into solid objects. it is possible.

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