You know that rendering a transparent object twice alter its
transparency.
Of course, you can avoid to render it in the color buffer using write
mask in one pass.
What I do with the trees is render just the opaque bits early on as white with
essentially no light and fog computations to
On Thursday, October 04, 2012 06:42:30 Renk Thorsten wrote:
You know that rendering a transparent object twice alter its
transparency.
Of course, you can avoid to render it in the color buffer using write
mask in one pass.
What I do with the trees is render just the opaque bits early on
On 4 Oct 2012, at 07:42, Renk Thorsten wrote:
What I do with the trees is render just the opaque bits early on as white
with essentially no light and fog computations to set the z-buffer and
discard all transparent pixels in the first pass, then render the rest in
detail with lequal
I am pretty confident (and hope to test, but it sounds like you might
beat me to it) that for either the classical (non-Rembrandt) render,
doing a depth-write *only* pass of the entire scene will be a net win.
(Again assuming the fragment shader is the bottleneck). Since this will
On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
The cockpit is the biggest potential gain, but due to the near camera - far
camera thingy, I don't see how this can be done on the level of editing
effect files - maybe a suitable edit of the camera group code can pull that
off, but I have no
De: James Turner zakal...@mac.com
On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
The cockpit is the biggest potential gain, but due to the near
camera - far camera thingy, I don't see how this can be done on
the level of editing effect files - maybe a suitable edit of the
camera group
De: Frederic Bouvier
I have in my Rembrandt TODO list ...
BTW, this is not meant to refrain anybody to follow
this route or another ;-)
Regards,
-Fred
--
Don't let slow site performance ruin your business. Deploy
To summarize, all objects having a pass of render bin -1 are rendered
before any object having a render bin 1. If an object have two passes,
it is rendered twice, once with the objects of the same render bin than
the first pass, once with the objects of the same render bin than the
second
Hi Thorsten,
De: Renk Thorsten thorsten.i.r...@jyu.fi
I'm trying to understand why clouds can obscure hills and hills can
obscure clouds properly.
My individual bits of knowledge are:
* clouds are drawn from outside in, because they are in a depth
sorted bin, and this is why clouds
I'm trying to understand why clouds can obscure hills and hills can obscure
clouds properly.
My individual bits of knowledge are:
* clouds are drawn from outside in, because they are in a depth sorted bin, and
this is why clouds obscure other clouds properly.
* hills are not drawn from
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