|
From: James W. <ja...@fr...> - 2009-08-24 18:19:05
|
Roger Holmes wrote: > On 23 Aug 2009, at 17:48, James W. Walker wrote: > >> It occurs to me that a possible solution is to use the accumulation >> buffer, rather than blending, to add the contributions of multiple >> lighting passes. > > As long as your accumulation buffer has enough precision. Gut feeling > is for each component, floats or maybe 16 bit fixed would be OK but 8 > bits might show artefacts which should not be there. Good point. I'm also a little concerned about how using the accumulation buffer might affect speed. I've committed a hack to mostly solve my immediate problem. This change only changes the behavior of the OpenGL renderer if you have set kQ3RendererPropertyDepthAlphaThreshold. I may still experiment with the accumulation buffer scheme. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |