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.

                       best

                           Vladimir Dergachev


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