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From: SourceForge.net <no...@so...> - 2004-03-24 21:32:24
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Bugs item #922742, was opened at 2004-03-24 16:32 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=922742&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Alpha textures do not work properly with fog or specularity Initial Comment: In order to mimic QD3D's pre-multiplied alpha behaviour, Quesa resorts to using an additive blend mode for textures with alpha bits (GL_ONE, GL_ONE_MINUS_SRC_ALPHA). This works for the most part, but results in vertex effects like fog and specular highlights being blended additively over entire polygons rather than clipping to the alpha channel, as they would when using a blend mode like (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). QD3D does not display these artifacts, so binary compatibility is compromised in these cases. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=922742&group_id=45158 |