On Thu, 6 Feb 2003 00:44:12 +0200
"Arkadi Shishlov" <[EMAIL PROTECTED]> wrote:
>
> Now I think it is texture alpha. Quite pointless to have RGBA texture
> without ability to use it alpha channel.
> http://idea.hosting.lv/a/tmp/quakeforge-mach64-blend.jpg
Hows Quakeforge comming, btw - it'd be ni
On Tue, Feb 04, 2003 at 09:51:30PM -0500, Leif Delgass wrote:
> On Wed, 5 Feb 2003, Arkadi Shishlov wrote:
> > What do you mean by aren't fully compliant? Final A = Fragment A or
> > Final A = Texture A? It looks like Fragment A..
>
> Yes, I think that's right. As an example, there's a texture in
On Wed, 5 Feb 2003, Arkadi Shishlov wrote:
> On Tue, Jan 28, 2003 at 11:01:53PM -0500, Leif Delgass wrote:
> > On Wed, 29 Jan 2003, Arkadi Shishlov wrote:
> > > - 'Texture environment modes: GL_BLEND is done in software..' - mean
> > > glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated.
On Tue, Jan 28, 2003 at 11:01:53PM -0500, Leif Delgass wrote:
> On Wed, 29 Jan 2003, Arkadi Shishlov wrote:
> > - 'Texture environment modes: GL_BLEND is done in software..' - mean
> > glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated.
> > GL_MODULATE with GL_LUMINANCE_ALPHA is softwar
On Tue, 28 Jan 2003, Leif Delgass wrote:
> > BTW, when particular operation is implemented in software but require some
> > on-screen content, driver copy already rendered chunk from framebuffer, pass
> > it to Mesa, then copy back?
>
> To be honest, I don't know the gory details of the Mesa soft
On Wed, 29 Jan 2003, Arkadi Shishlov wrote:
> Hi.
> I'm working on QuakeForge engine, and some things related to transparency
> (player damage blood) and 'dynamic lighting' (grenade explosion) are very
> slow. Quake3 runs faster in mean time.
Quake3 has some "hacks" built in to work around the ma
Hi.
I'm working on QuakeForge engine, and some things related to transparency
(player damage blood) and 'dynamic lighting' (grenade explosion) are very
slow. Quake3 runs faster in mean time.
I want to investigate problem further on Quake side, but I want to be sure
I understood mach64 limitation co