Triangle sorting / blending question

Blitz3D Forums/Blitz3D Programming/Triangle sorting / blending question

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Hi Stevie,

Looks like this approach is for simple shadowmapping, right? I've implemented this as a test before and unfortunately found that it wouldn't be fast enough. Here's why:

1) The lights can each be of different colors, which is part of the puzzle-gameplay of the game. which means that I can't just render 1 pass for all the lights

2) In truth, I actually need to be able to determine which light is responsible for contributing to the solution of the puzzle, so I might even need to be able to separate ALL of the lights. That would be a maximum of 9 lights, meaning 10 render passes per frame... That would be asking a lot, I think!

But I should probably give this some more thought. Even if I could keep it down to 3 passes, it might still be faster than my existing solution.

Thanks for the tip, and let me know if you have any other thoughts!