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seen Apr 10 '13 at 21:22

Apr
10
awarded  Scholar
Apr
10
accepted Rendering design. How can I effectively deal with forward, deferred and transparent rendering?
Apr
9
awarded  Supporter
Oct
10
comment Rendering design. How can I effectively deal with forward, deferred and transparent rendering?
It is based on the object's material properties. For example if the object has a texture which has an alpha property < 1.0 then it is flagged as transparent.
Oct
9
comment Rendering design. How can I effectively deal with forward, deferred and transparent rendering?
it seems like you'd want a seperate hierarchy of render classes that know how to draw, but don't care when I would still need to determine what derived IRenderer class to use based on a enum/flag. Are you suggesting that I call Draw(IRenderer iRenderer) for each drawable object with each IRenderer class. Then ignore the draw call should the flag not match the IRenderer type?
Oct
8
awarded  Student
Oct
7
asked Rendering design. How can I effectively deal with forward, deferred and transparent rendering?