multipass/multitexture blending


I’ve never used multipass rendering before, so I was wondering what the Cp color wuld be after I do the following:
pass 0: compute the 1st part of the fragment color.
enable blending, src=ONE, dst=ONE, func=ADD
pass 1:
env for texture0: replace texture

Now when I set up the environment for the next texture, what do Cp refers to? To the texture0’s texel color or to to the result of (color(after pass 0) + color(t0)) ?
Same question for Cf: is this the result of the 1st pass or actually the color of the new incoming fragment?



Have u tried using standard multitexturing, as long as your card supports it, its alot easier?

i have an app that shows the maths behind blending i can mail it to u if u want (remove bollux)