It would absolutely kill it, render targets are expensive in memory and context switching
U would just do what I said, would only cost you 1 render target and 1 context switch
Render scene to target, pull it off as a texture, swap to target 2, clear the scene, render a full screen quad from the initial render target, then star rendering gumps, all alpha gumps use the initial scene texture to render the faked alpha
So the cost is 2 render targets, which is really just 1 since the
One would already have existed
And 1 render target switch, and 1 full screen quad render
Very little performance hot and very small memory hit
@ZaneDubya If you wanted transparency on gumps to see other gumps, you would ditch the render target idea all together, draw he scene first, then just draw everything else as normal with transparency on, on the device.
and for transparency just tile the 2x2 texture
oh actually that wouldnt work
cause it would just show the background gump behind the transparent region
you would have to literally calculate the region, and draw it seperate
that could be expensive, probably cheapest to just do it the way EA does
I think that for transparency, as long as we draw the transparent objects last, and the depth is correct, it should work just fine.
I'll continue testing and see what happens. Maybe nothing? Maybe results!
The problem with transparent gumps is that the transparent texture - isn't itself drawn. Instead, it effects the transparency/opaqueness of the gumplings behind it but not in front of it within the same gump.