From: Vladimir D. <vo...@mi...> - 2005-02-01 23:21:15
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On Tue, 1 Feb 2005, Rune Petersen wrote: > Vladimir Dergachev wrote: >> >> Turns out small modification of single texture pixel shader was all >> required to get alpha channel working in textures. >> >> I retagged jump_and_click, q3demo is now definitely playable, albeit >> burn marks are screwed up for some reason - possibly because we do not >> handle Polygon.OffsetFill ? >> >> Also, there is some sort of weird bug where textures with alpha are >> checkered - there are rectangles missing in a checkered pattern, which >> is most visible on large letters. > > Very nice. > > Though I'm missing som textures. Allways the same, and the missing are all > above arches. > Also the podium looks a bit strange. I see similar issues. I think alpha is still screwed up somehow. If you hit ` to bring up console you will see that the transparency is achieved by a dithered effect, rather than being a "true" transparency. The only change I made to get this is an alpha instruction in r300_fixed_pipelines.h (search for #if 0, you'll see commented out old code and new one just below). I think one can play with this rather safely - I would expect no lockups no matter what values you put it, albeit Quake could become unreadable. best Vladimir Dergachev > > screenshot: > http://home19.inet.tele.dk/runner/images/shot0000.png > > Rune Petersen > |