I don't know how you're missing the answer which was stated multiple times: use the exact same transformations for the final vertex position in each pass.
i.e. mul(worldViewProj, position) != mul(mul(viewProj, world), position)
etc.
eliminating z-fighting resulting from multi-pass rendering
likewise im not quite sure how ur missing the problem ive stated multiple times :P
i cant use the exact transformation again since it might have changed in the meantime.. rendering and logick are on different threads
i cant use the exact transformation again since it might have changed in the meantime.. rendering and logick are on different threads
Quote:Original post by EternityZASo double-buffer your logic updates - changing the data while rendering it is really not a good idea.
i cant use the exact transformation again since it might have changed in the meantime.. rendering and logick are on different threads
so would "double buffering my logic updates" be something along the lines of what i tried to explain my previous big post?
sorry im stil trying to figure out how exactly i'l need to implement this
thnx
sorry im stil trying to figure out how exactly i'l need to implement this
thnx
Quote:Original post by EternityZA
likewise im not quite sure how ur missing the problem ive stated multiple times :P
i cant use the exact transformation again since it might have changed in the meantime.. rendering and logick are on different threads
Multiple-pass rendering implies the following:
1) renderScene() 1.a) renderObject() 1.a.1) renderObjectWithPass(0) 1.a.2) renderObjectWithPass(1) // repeat for rest of passes // repeat for rest of objects
Logic does not come into the picture at all, every scene render should be rendering all of the passes, thus resulting in multi-pass rendering.
Now - if you're saying that you render the scene, do logic, then render the scene again as a second pass, then we can begin by saying that is not multi-pass rendering, but simply per-frame rendering. If you know how the second render should appear over the first render, you can play with the depth bias functions or perhaps even disable depth checking/writing.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement