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deferred shading + alpha blending

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i tried to post a reply to the old topic about this, but couldn't :( ... anyway, I'm asking about this famous (or infamous) problem in deferred shading. Is there a possible (& practical in performance-wise) solution to this problem? i'm using D3D9 atm. I saw 'deep deferred shading' demo on www.homus.ca, but it's saying it requires D3D10 ... hmmm ... btw, i know that the easiest solution would be to forward-render transparent objects after deferred shading, but i'd like to avoid that solution if possible.

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I'm not aware of any method other than forward rendering and the "deep deferred" rendering method you mentioned from Humus. Is there a reason you absolutely must avoid forward rendering?

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There's an interesting article in ShaderX6 about using a stencil routed k-buffer, but that too requires D3D10. The deep deferred rendering is also promising, but it does requires a lot of extra memory. For D3D9 I'm pretty sure you need to have a separate rendering path because nothing works directly in the deferred pipeline, and I think standard forward rendered alpha blending is gonna be the easiest way to go. Not sure why you need to avoid that, but there are a couple ways to do order independent transparency if thats why

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