On Tue, 1 Feb 2005, Keith Whitwell wrote:

Vladimir Dergachev wrote:

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 ?

That would do it. You are probably seeing some wierd diagonal stripy patterns in the burn marks, or maybe they vanish altogether sometimes?

Some triangles vanish occasionally as if they are located slightly underneath the surface they are drawn on. I guess fill offset is supposed to lift them slightly.


Would you know whether a card with programmable shader pipeline would implement it as part of vertex shader program or have dedicated hardware ?

                          thank you !

                               Vladimir Dergachev


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