realbasic-games
[Top] [All Lists]

Re: Transparency Issues

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Transparency Issues
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Sun, 2 Apr 2006 12:17:18 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <0CC98886-E6F6-4FB3-9598-85D5904BD823 at miensoftware dot com> <4ECC2499-8DA8-464F-8634-EECDCCEF8BD1 at chaoticbox dot com>
It's a state management bug where the state of last solid object drawn may dictate some of the state used for the transparent pass. You can try drawing a solid null shaded object (like 1 triangle offscreen) right before the transparent pass (i.e. last) and see if that helps, but really this needs to be fixed in Quesa to work predictably.

Hmm...okay.

Does 1-bit alpha textures suffer from the same issues? If it does not, how do I use 1-bit alpha textures?

You'd use a 16bit texture (ARGB16 inside Quesa) but I'm not sure how or if the new Rb3D Material class handles that. 1bit textures aren't manually sorted since they write depth, so you won't see a sorting slowdown here, but 1 bit transparency tends to be ugly - it's only really suitable for "screen" fonts, and even then you should use nearest-neighbour filtering and turn off mipmaps. Unfortunately texture filter settings are global in Quesa.


Ugly or not, it's a zillion times faster. I'm using RB's trimesh now, so I guess there's no way to change the texture alpha mode like with the Quesa wrappers?

Global as in... it makes every alpha surface 1-bit?
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>


<Prev in Thread] Current Thread [Next in Thread>