Sphere-mapping just PART of a model explained

Blitz3D Forums/Blitz3D Programming/Sphere-mapping just PART of a model explained

It's interesting that you "stumbled" across this technique. I've been doing this for quite some time; I do the same thing but for isolating alpha maps because alpha transparency doesn't work with the z-buffer. In other words have two surfaces, one which won't have alpha transparency and which will thus be z-buffered correctly and another surface just for transparent bits.