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## STDMETHOD (StartPolygonFX) (ITextureHandle* handle, UInt mode)

> Prepare for drawing a series of Polygon FX which all use the same settings

## Documentation

> Prepare for drawing a series of Polygon FX which all use the same settings. You must call this function before calling a series of DrawPolygonFX(). After calling the series you should call FinishPolygonFX().

> Warning! After calling this function you are not allowed to do any calls to the 3D rasterizer other than DrawPolygonFX() and FinishPolygonFX(). Warning! Do not rely on this method to handle Color keying under all circumstances. Color Keying will only work reliable in Mixmodes FX_Copy, FX_Add and FX_Transparent. When using FX_Multiply and FX_Multiply2, it depends very much on the driver if it works or not. For example the RivaTNT Detonator 0.48 driver can display Multiply with color keying, while newer versions can't. They will then not display anything at all. It is always safer to use a texture where transparent sections are white or 50% gray if you want to achieve transparent sections in Multiply, Multiply2. There are also some drivers (which I would consider buggy...), that won't display FX_Alpha correctly with Color Keying. I can't provide a valid workaround for that except using FX_Multiplay and FX_Add, to manually create the image, but that would be very expensive. parameters: handle: The texture handle as returned by ITextureManager. mode: How shall the new polygon be combined with the current screen content. This is any legal combination of CS_FX_XXX flags including alpha value (if CS_FX_ALPHA flag is set)

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