$multipass: Difference between revisions
		
		
		
		
		
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| No edit summary | Kestrelguy (talk | contribs)   (added language bar. is a stub.) | ||
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| {{Shaderparam|$multipass}} It 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]]. It has also been used on breakable glass materials. | ||
| {{ | {{Todo|What does it ''exactly'' do, and for what other reasons is it needed?}} | ||
Revision as of 14:11, 10 May 2022

 
Template:Shaderparam It 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. It has also been used on breakable glass materials.
Todo: What does it exactly do, and for what other reasons is it needed?























