On Mon, 2002-02-25 at 19:50, Ian Romanick wrote:
On Sun, Feb 24, 2002 at 07:58:14PM -0500, Leif Delgass wrote:
Given this hardware limitation, most GL_MODULATE cases can produce
incorrect results with alpha blending enabled. Using software fallbacks
for these cases could seriously
On Mon, 25 Feb 2002, José Fonseca wrote:
On 2002.02.25 00:58 Leif Delgass wrote:
In investigating texture environment modes on the mach64, I've discovered
that the card can't modulate fragment and texture alpha values (this is
confirmed by the docs, experimentation, and comments in the
It doesn't explicitly state it in the docs, but it's not multiplying the
fragment alpha and texture alpha components. Instead, the texture alpha
value is used as the resulting alpha value of the texture application
(which can then be blended with the framebuffer depending on the blend
This is such a hard problem...there's no simple solution, and people
have been thinking about it for over ten years.
I'd advise against a configuration file that chooses conformance or
performance on a feature-by-feature basis, for at least these reasons:
Sometimes you need to choose
In investigating texture environment modes on the mach64, I've discovered
that the card can't modulate fragment and texture alpha values (this is
confirmed by the docs, experimentation, and comments in the utah-glx
source). The one exception being that there are a couple of bizarre
alpha masking