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Rendering with multiple texture passes

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I am in the process of implementing a multiple texture passes capability in my engine. In my engine I have a vertex buffer class and I thought that it could be a good idea that every vertex buffer has a pointer to the texture that is supposed to be used in a certain rendering pass. So every vertex buffer has one texture for each pass it uses. The bad thing about this is that if a model is constructed of different parts that need different textures I need two vertex buffers for that model. So is there anyone who has a better idea of how to implement multiple pass rendering?

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I use the approach Q3 uses. You feed all faces(which are left after vis-determination) with the same texture\shader in a buffer of the rendering backend. There this buffer is used as a vertex array and then locked as CVA. Then you do your multiple passes on this geometry....

HTH, XBTC!

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