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Thread: texture parameters vs. texture-unit parameters

  1. #11
    Member Regular Contributor
    Join Date
    May 2000
    Posts
    454

    Re: texture parameters vs. texture-unit parameters

    Originally posted by mcraighead:
    Use premultiplied alpha textures. Set RGB to 0 when A is 0, and use a blend mode of (for example) ONE,ONE_MINUS_SRC_ALPHA.

    - Matt
    As I understand this, I dont think it will work. What he is looking for is a linear textured billboard but with sharp edged transparency rather than edges that fade out.
    Ron Frazier

  2. #12
    Junior Member Regular Contributor
    Join Date
    Feb 2001
    Location
    UK
    Posts
    138

    Re: texture parameters vs. texture-unit parameters

    LordKronos's idea might work with alpha testing but (as I understand it) it won't work with blending (as he said) enabled (the pixels between the opaque parts with alpha 1.0 and the border with alpha 128 would also be lineary filtered and would thus be transparent). But I need the blending

    And what are "premultiplied alpha textures"?
    Does it require another texture and a second rendering pass?

    Pentagram

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