On Tue, Feb 04, 2003 at 09:51:30PM -0500, Leif Delgass wrote:
On Wed, 5 Feb 2003, Arkadi Shishlov wrote:
What do you mean by aren't fully compliant? Final A = Fragment A or
Final A = Texture A? It looks like Fragment A..
Yes, I think that's right. As an example, there's a texture in the
On Thu, 6 Feb 2003 00:44:12 +0200
Arkadi Shishlov [EMAIL PROTECTED] wrote:
Now I think it is texture alpha. Quite pointless to have RGBA texture
without ability to use it alpha channel.
http://idea.hosting.lv/a/tmp/quakeforge-mach64-blend.jpg
Hows Quakeforge comming, btw - it'd be nice to
On Tue, Jan 28, 2003 at 11:01:53PM -0500, Leif Delgass wrote:
On Wed, 29 Jan 2003, Arkadi Shishlov wrote:
- 'Texture environment modes: GL_BLEND is done in software..' - mean
glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated.
GL_MODULATE with GL_LUMINANCE_ALPHA is software.
On Wed, 5 Feb 2003, Arkadi Shishlov wrote:
On Tue, Jan 28, 2003 at 11:01:53PM -0500, Leif Delgass wrote:
On Wed, 29 Jan 2003, Arkadi Shishlov wrote:
- 'Texture environment modes: GL_BLEND is done in software..' - mean
glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated.
On Wed, 29 Jan 2003, Arkadi Shishlov wrote:
Hi.
I'm working on QuakeForge engine, and some things related to transparency
(player damage blood) and 'dynamic lighting' (grenade explosion) are very
slow. Quake3 runs faster in mean time.
Quake3 has some hacks built in to work around the