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
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