Skip to main content
GameDev.net gamedev.net
🔒 Locked

multitexturing/multipass rendering

Started by Rocket05 Jun 2, 2003 at 3:36 PM 0 replies 300+ views
Original Post
Rocket05
Rocket05
what is the most efficient way to handle multitexturing? obviously if the card has enough texture units to render primitives in a single pass, thats not a problem. but how would i manage on cards that do not have enough texture units to render a primitive in a single pass? i could just turn off the zbuffer and change the blend mode to render the primitives again, but in d3d especially that extra overhead of the state set calls could be costly. is there a better way to do this?
"I never let schooling interfere with my education" - Mark Twain
quasar3d
quasar3d
state changes are expensive if you do them say for every 5 polygons, but with that multitexturing you have to do it once per frame, and that doesn''t make much difference

My Site

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.