   "False Motion Blur" for a Dice
  I'm working a Chinese style monopoly PC game. A dice is used to decide the moves of the players.Now I'm asked to add some visual effect to the dice. After some discussion, I recognize that it is just like the old styled "fake motion blur" or "blending with last frames to blur" effect.I decide to firstly render the animated dice to 4 textures, and then blend/blit the textures into the frame-buffer by alpha value. Still, I wonder there is another method: just directly render 4 dice models with different vertex/texture alpha values into the frame-buffer. It seems that will save 4 passes of rendering. Is the latter one applicable? Any suggestion or hint is welcomed! Thanks a lot!   
  For something as simple as a dice, I'd go for rendering the dice multiple times with lower and lower transparancy. Another option is to use a pixel shader, or to make fake "trails" for the dice as it rolls.   