On Tue, 1 Feb 2005, Keith Whitwell 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 ?
That would do it. You are probably seeing some wierd diagonal stripy patterns in the burn marks, or maybe they vanish altogether sometimes?
Some triangles vanish occasionally as if they are located slightly underneath the surface they are drawn on. I guess fill offset is supposed to lift them slightly.
Would you know whether a card with programmable shader pipeline would implement it as part of vertex shader program or have dedicated hardware ?
The radeons & r200's have dedicated hardware for it.
It would be hard to implement in a vertex shader as it pertains to triangles (effectively random triplets of vertices) which aren't in existence at that point in the pipeline. So it almost certainly has to be done post-vertex-shader.
Could it be done in the pixel shader? Somewhat unlikely as well as the calculations rely on values that probably don't make it that far down the pipeline.
It's really a triangle-setup step, my guess is that there will be dedicated hardware for it.
Keith
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