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derek7

Blend!

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Draw objects that do not use blending first. Then sort the objects that use blending by their distance from the camera; Finally, draw the objects that use blending in a back-to-front order. Is This multitexturing in fixed pipeline? Is this another tech or the same as multitexturing? Do the need 2 or more bakc buffer to work and create these backbuffer automaticly by d3d?

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Guest Anonymous Poster
Quote:
Original post by derek7
Draw objects that do not use blending first.
Then sort the objects that use blending by their distance from the camera; Finally, draw the objects that use blending in a back-to-front order.


That is the idea behind rendering transparent objects correctly.

Firstly the reason for this is once again A*B != B*A and so rendering polygon a and then polygon b will give diffrent results to rendering b and then a.

Is This multitexturing in fixed pipeline?
Is this another tech or the same as multitexturing?

Multitexturing is an initiative from the API guys both on directx and OpenGL to allow for 1 triangle to have 2 textures rendered to it in 1 pass.

This effectively means that you render half the polygons if you always need to render 2 textures?

What is multitexturing used for?
Well depends on program
On FPS games it is commonly used for Light Maps
On RTS games it is commonly used to have a GLOBAL texture over the entire terrain and then a Detail texture rendered on top of it

Another application is for colour coding and so on.

But basically multitexturing is just like rendering a triangle twice without the overhead of passing the verts in twice!

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