Re: [Dri-devel] mach64 blend

2003-02-05 Thread Arkadi Shishlov
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

Re: [Dri-devel] mach64 blend

2003-02-05 Thread Ian Molton
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

Re: [Dri-devel] mach64 blend

2003-02-04 Thread Arkadi Shishlov
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.

Re: [Dri-devel] mach64 blend

2003-02-04 Thread Leif Delgass
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.

Re: [Dri-devel] mach64 blend

2003-01-28 Thread Leif Delgass
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