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2 pass rendering #19954
11/17/03 22:56
11/17/03 22:56
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Matt_Aufderheide Offline OP
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Anyone know how to blend or multiply the result of the first pass with the 2nd pass?


Sphere Engine--the premier A6 graphics plugin.
Re: 2 pass rendering [Re: Matt_Aufderheide] #19955
11/18/03 07:04
11/18/03 07:04
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Matt_Aufderheide Offline OP
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i assume its done right after the second pass starts..before you assign the constants... does anyone know how to use the d3d fixed function stuff? maybe thast how multiply the passes


Sphere Engine--the premier A6 graphics plugin.
Re: 2 pass rendering [Re: Matt_Aufderheide] #19956
11/18/03 07:11
11/18/03 07:11
Joined: May 2002
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ventilator Offline
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i would also be interested in this. how can the results from the first pass be accessed in the second pass?

Re: 2 pass rendering [Re: ventilator] #19957
11/18/03 07:23
11/18/03 07:23
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Matt_Aufderheide Offline OP
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i found some relevant d3d texture state code..
g_App.GetDevice()->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_ZERO); //blend factors
g_App.GetDevice()->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR);
but i dont know how the translates to gamestudio,.. Jcl? are you out there?


Sphere Engine--the premier A6 graphics plugin.
Re: 2 pass rendering [Re: Matt_Aufderheide] #19958
11/18/03 16:30
11/18/03 16:30
Joined: Nov 2001
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mss Offline
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You can set renderstates in the effectfile, for instance
Code:
 
pass p1
{
...
AlphaBlendEnable = True;
SrcBlend = Zero;
DestBlend = SrcColor;
...

}




Re: 2 pass rendering [Re: mss] #19959
11/18/03 19:22
11/18/03 19:22
Joined: Jul 2000
Posts: 27,986
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jcl Offline

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You can normally only use blending operations for multiple passes. However, by inverse blending with inverted textures you can also achieve effects that are not, but look like multiplication. For instance, lightmap rendering normally requires a multiplication, but the A4 engine used two-pass-blending with an inverted lightmap for the lightmap rendering on weak 3D cards.

Re: 2 pass rendering [Re: jcl] #19960
11/18/03 20:36
11/18/03 20:36
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Matt_Aufderheide Offline OP
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Thnx mss, thats the syntax i needed..
for future refernce.. where do you guys figure out the way the translate the d3d texture state code to the gamestudio syntax..


Sphere Engine--the premier A6 graphics plugin.
Re: 2 pass rendering [Re: Matt_Aufderheide] #19961
11/18/03 21:29
11/18/03 21:29
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mss Offline
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Re: 2 pass rendering [Re: Matt_Aufderheide] #19962
11/18/03 21:37
11/18/03 21:37
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jcl Offline

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Matt: If you have the DirectX8 Documentation, it's under DirectX Graphics -> Reference -> Effect Files Reference -> Effect File States.

Re: 2 pass rendering [Re: jcl] #19963
11/18/03 22:18
11/18/03 22:18
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Matt_Aufderheide Offline OP
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ok thnx


Sphere Engine--the premier A6 graphics plugin.
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