On 2-Apr-06, at 3:17 PM, Lo Saeteurn wrote:
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?
That's what I'm uncertain about... Try assigning a 16bit Picture to
Material.Texture with white pixels where you want it to be
transparent and see what happens. Perhaps Joe can shed some light on
how different bit depths are handled in this context.
Global as in... it makes every alpha surface 1-bit?
No I was referring to the filtering (how pixels are interpolated when
textures are scaled) the bit depth is per-texture.
Frank.
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