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#ActualSik_the_hedgehog

Posted 30 January 2013 - 08:59 PM

Since you don't want partial translucency: just discard pixels with an alpha of less than 0.5. As a bonus you won't even need to sort quads since there isn't any blending involved, the depth buffer by itself is enough.

 

EDIT: oh, I see what you mean. But the method still works for linear filtered textures (for example, look at the trees in Super Mario 64 - yes, it's the same method). If you want partial translucency then you have no option but to do proper blending.


#1Sik_the_hedgehog

Posted 30 January 2013 - 08:58 PM

Since you don't want partial translucency: just discard pixels with an alpha of less than 0.5. As a bonus you won't even need to sort quads since there isn't any blending involved, the depth buffer by itself is enough.


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