On Thu, Oct 25, 2012 at 9:32 PM, Glenn Waldron <[email protected]> wrote:
> I would try multipass rendering first. It is likely to be the slowest, but > also probably the easiest to implement and you don't have to worry about > exceeding your hardware limits. This falls into the category of "just get > it working" and then worry about optimizing it later if necessary. Who > knows -- maybe the performance will be acceptable. How would I go about this? I assume I'd need to enable different textures on each pass. How the pass the UV coordinates (as different sets)? Best, Christoph
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