$multipass: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
|  (No mention of this command anywhere on the wiki, so I made a page for it. Needs a lot more info and what it exactly does, I assumed this from Valve's very short VMT documention in HL:S) | No edit summary | ||
| Line 1: | Line 1: | ||
| {{stub}} | {{stub}} | ||
| '''$multipass''' is a VMT command which forces a material to be rendered in separate 'passes'. | '''$multipass''' is a VMT command which forces a material to be rendered in separate rendering 'passes'. This can fix issues with translucent materials, although rendering will be more expensive. | ||
| This command is required to allow DX6 + DX7 users to see [[cubemaps]] | This command is required to allow DX6 + DX7 users to see [[cubemaps]], and it has also been used on breakable glass materials. | ||
| {{TODO|What does it exactly do, and for what other reasons is it needed?}} | {{TODO|What does it ''exactly'' do, and for what other reasons is it needed?}} | ||
Revision as of 03:39, 27 May 2018
$multipass is a VMT command which forces a material to be rendered in separate rendering 'passes'. This can fix issues with translucent materials, although rendering will be more expensive. This command is required to allow DX6 + DX7 users to see cubemaps, and it has also been used on breakable glass materials.
Todo: What does it exactly do, and for what other reasons is it needed?