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
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