how do I flag mesh buffer for a diffrent render pass?

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how do I flag mesh buffer for a diffrent render pass?

Postby lumirion » Mon May 21, 2012 7:31 pm

if I enable ESNRP_TRANSPARENT_EFFECT for a node how do I get a meshbuffer's material to use that renderpass?
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Re: how do I flag mesh buffer for a diffrent render pass?

Postby Mel » Mon May 21, 2012 9:40 pm

You have to provide a transparent material for a meshbuffer for it to be used on the transparent effect pass. It is done automatically.
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Re: how do I flag mesh buffer for a diffrent render pass?

Postby lumirion » Tue May 22, 2012 5:57 am

So, does onetexture_blend count as transparent? Do you need custom materials to use transparent_effects pass instead of the regular transparent pass?
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Re: how do I flag mesh buffer for a diffrent render pass?

Postby hybrid » Tue May 22, 2012 8:23 am

Yes, most settings of one_texture_blend count as transparent.
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Re: how do I flag mesh buffer for a diffrent render pass?

Postby lumirion » Wed May 23, 2012 5:34 am

ok it looks like render pass for a material is a bool false for solid true for transparent. I think the scenenode then handles if it's meshbuffers are rendered in the solid or transparent pass. So if I want 3 render passes I need to make a coustom scene node. I havent figured out the IAnimatedMeshSceneNode yet, but I looked at some of the CAnimatedMeshSceneNode.cpp files on line since my laptop isn't on. In the CAnimatedMeshSceneNode.cpp render function it looks like the mesh buffers are looped through and rendered with driver->drawMeshBuffer in the order they were placed in the mesh rather than farthest to nearest. I need to do more reserch.
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Re: how do I flag mesh buffer for a diffrent render pass?

Postby hybrid » Wed May 23, 2012 10:47 am

Yes, that's correct. We sort only on scene node level.
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Re: how do I flag mesh buffer for a diffrent render pass?

Postby lumirion » Thu May 24, 2012 5:37 am

Sweet :) thanks for the help guys. I will make a custom scene node based on CAnimatedMeshSceneNode.
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