I have a case where I'm trying to composite 2 anti-aliased planes within a lighting environment patch (sample comp attached) and I'm seeing the specular light seem to shine on pixels that have been made transparent by the AA... I don't see it if I turn down the specular or if I disabled the setting on the lighting patch called "Compute Specular Color Separately" but then I lose the shiny specular look I'm after... any suggestions of a solution within QC ? Thanks.

Do real antialiasing (the sprite antialiasing fakes it by dropping the alpha around the edges, which cause artifacts like this) using Render In Image + supersampling, or write a GLSL shader that discards transparent fragments. (not recommended, as that's a lot of work, and doesn't really give soft, antialiased edges).

Otherwise, that's how standard opengl lighting works -- separately summed specular highlights get added to whatever the texture color is, so transparent + fractional white is fractional white.

--
[ christopher wright ]
[email protected]
http://kineme.net/

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