Helevitia said:
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My Question:
Is it possible for PS3.0 to render a PS2.0 image in 3 passes or is the 3 pass rule limited to PS3.0 written code only?
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If I understand your question correctly...
The PS 3.0 and PS 2.0 they discuss is for just
this shader technique (animated transparency done in the way described), and just the specific "PS 3.0" and "PS 2.0" methods discussed. The relationship of passes discussed isn't a rule about PS 2.0 and PS 3.0 code and images.
As far as the 5 pass PS 2.0 technique applying to PS 2.0 in general, the PS 2.0 method they discuss doesn't seem to use all the features that PS 2.0 itself can be used with. For example, another "PS 2.0" technique could be more like the "PS 3.0" method mentioned, since MRTs can be used with PS 2.0.
"PS 2.0" is a label that can apply to a wide variety of things, including a good portion of the things that can be called "PS 3.0". PS 2.0, unlike PS 3.0, doesn't
require all those things.
PS 3.0 (and all those things in combination) can allow implementing something in the same amount of passes as PS 2.0, or fewer passes than PS 2.0 in specific circumstances, but never requires more passes. That is the only rule about the number of passes between PS 2.0 and PS 3.0.
One way to look at this is that PS 2.0 is a good thing, and PS 3.0 is a good thing that might be easier to describe and also require less work from your hardware (which can make it easier to achieve and/or run faster). For now, the only rule here is the
possibility of this...this will vary from technique to technique, and graphics chip to graphics chip.