Scrive Matthias Stiller <[EMAIL PROTECTED]>:

> Hello Toni,
>
> the MultiPassMaterial is dead simple. It just renders your geometry n
> times (n is the number of submaterials within the MultiPassMaterial).
> Whatever kind of blending you want to achieve is up to the parameters
> of that respective material.
>

Hi Matthias,

so I'll also have to take care of the depth buffer I guess
(first pass writes to z, for the others I switch z-comparison
to something like ">=" (?)

A quick test on the testMultiPassMaterial.cpp changing:

    SimpleMaterialPtr tm1 = SimpleMaterial::create();
    beginEditCP(tm1);
        tm1->setDiffuse( Color3f( 0,0,1 ) );
        tm1->setAmbient( Color3f( 0,0,1 ) );
        tm1->setTransparency(1.0);
    endEditCP(tm1);

    SimpleMaterialPtr tm2 = SimpleMaterial::create();
    beginEditCP(tm2);
        tm2->setDiffuse( Color3f( 1,0,0 ) );
        tm2->setAmbient( Color3f( 1,0,0 ) );
        tm2->setSpecular( Color3f( 0,0,0 ) );
        tm2->setTransparency(.5);
    endEditCP(tm2);


I'd expect the blue torus shining through the red torus
somehow..... Instead I just see the transparent red torus.


Cheers,

  Toni


> On Monday 07 August 2006 11:07, [EMAIL PROTECTED] wrote:
> > Hi,
> >
> > I'm having a hard time understanding the MultiPassMaterial.
> > I was playing around with the testMultiPassMaterial.cpp but I don't
> > get the idea on how things are rendered. Anybody can explain what the
> > MultiPassMaterial dose?
> >
> > I'd like to solve this problem:
> >
> > I have two materials, let's say A and B. Both materials are shaders
> > (SHLChunks). I have a geometry on which material A is applied. Now I
> > want to apply material B on that geometry. But I want to do it FANCY,
> > I would like the material B to fade in and material A to fade out
> > smoothly. So I thought that MultiPassMaterial would do the job. Does
> > it? How?
> >
> > Thank you and regards,
> >
> >
> >   Toni
> >
> >
> >
> >
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