Re: Decals and deferred rendering

Jeff Russell <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
My vote would be for drawing them into the G-buffer - proper lighting and
compositing are important. Depending on what you're storing, blending may
not actually be that bad (even if the blending math is not completely
correct, it may still look ok, you'd be surprised). Also some newer fancier
graphics APIs allow you to set separate blending functions for each render
target output, if that helps. And there's always alpha test.

-- 
Jeff Russell
Engineer, 8monkey Labs
www.8monkeylabs.com

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