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 ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list