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From: James W. <ja...@fr...> - 2009-08-22 01:05:39
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James Walker wrote: > > In many cases where I use a texture with an alpha channel, the alpha > channel is pretty much either 1 or 0. In such a case, I think there > would be pretty good results if we turned on the alpha test, and let > opaque pixels write to the depth buffer, and didn't use blending. Oops, I shouldn't have said "didn't use blending" there. Blending, with glBlendFunc( GL_ONE, GL_ONE ), would still need to be used to add up the contributions of the lighting passes. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |