Rendering with multiple texture passes
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?
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!
HTH, XBTC!
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