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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