Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 3230490
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 17, 20262026-05-17T16:55:59+00:00 2026-05-17T16:55:59+00:00

I’m having a major issue which has been bugging me for a while now.

  • 0

I’m having a major issue which has been bugging me for a while now.

My problem is my game uses a deferred rendering engine which makes it very difficult to do alpha blending.

The only way I can think of solving this issue is to render the scene (including depth map, normal map and diffuse map) without any objects which have alphas.

Then for each polygon which has a texture with an alpha component, disable the z buffer and render it out including normals, depth and colour, and wherever alpha is ‘0’ don’t output anything to the depth, normal and colour buffer. Perform lighting calculations/other deferred effects on these two separate textures then combine the colour buffers using the depth map to check for which pixel is visible.

This idea would be extremely costly (not to mention has some severe short comings) to do so obviously should only be reserved for as few cases as possible, which makes rendering forest areas out of the question. However if there is no better solution I have one question.

When doing alpha blending with directx is there a shader/device state I can set which makes it so that I can avoid writing to the depth/normal/colour buffer when I want to? The issue is the pixel shader has to output to all its render targets specified, so if its set to output to the 3 render targets it must do it, which will override the previous colour value for that texel in the texture.

If there is no blend state which allows me to do this it would mean I would have to copy the normal, texture and depth map to keep the scene and then render to a new texture, depth and normal map then combine the two textures based on the alpha and depth values.

I guess really all I want toknow is if there is a simple sure-fire and possibly cheap way to render alphas in a deferred renderer?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-17T16:56:00+00:00Added an answer on May 17, 2026 at 4:56 pm

    A usual approach to draw transparent geometry in deferred renderer is just draw them in a separate pass, but using the usual forward rendering, not deferred rendering.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

link Im having trouble converting the html entites into html characters, (&# 8217;) i
this is what i have right now Drawing an RSS feed into the php,
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I want to count how many characters a certain string has in PHP, but
I ran into a problem. Wrote the following code snippet: teksti = teksti.Trim() teksti
Seemingly simple, but I cannot find anything relevant on the web. What is the
Does anyone know how can I replace this 2 symbol below from the string
I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I have just tried to save a simple *.rtf file with some websites and
I have a French site that I want to parse, but am running into

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.