Hi,
On 13/12/10 14:05, George Bekos wrote:
It worked! Thank you so much! What I am trying to achieve is the
following: I have a mesh with multiple submeshes and I have a
clipping plane cutting them in random place. I want to place a cap on
every submesh cut, so they will look solid. In order to do this I do
the following:
* Draw geometry backfaces to the stencil buffer and INCR stencil
values * Draw geometry frontfaces to the stancil buffer and DECR
stencil values -- This way I get a mask which is the pixels of the
cap I have to draw. Then: * Draw a plane parallel to the clipping
plane with a selected texture ONLY where I have a non-zero value at
the stencil buffer. * Draw the final submesh with lighting enabled.
I could do this without multiple cameras, BUT each submesh has
different cap texture. So I have to repeat the above procedure for
all my submeshes. (or at least as many times as the difference cap
textures).
Sounds cool, I initially thought it was something transparency related.
I will continue working on this now. Thanks again for solving my
problem!
enjoy
jp
Cheers, George
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