On 10/23/07, Amin Mirzaie <[EMAIL PROTECTED]> wrote: > What is your texture format? Some texture formats only have 1 bit for alpha > channel. Maybe that's the problem. For example, DDS provides multiple > choices for the number of bits of alpha channel. >
No that's not the problem here. To get binary alpha you actually WANT only one bit for alpha. As you only want 0% or 100% alpha and not the inbetweens. When you use that kind of binary alpha you can threat the polygons as regular polygons and you don't have to use special handling like sorting the polygons from back to front. With normal alpha (where you can also have values between 0 and 100%) you must sort the polygons from back to front and that eats performance. Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
