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noeska

blending with a constant color on low spec hardware (like tnt)

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i want to create a transparent surface with emboss bumpmapping. for the emboss bumpmapping is use the alpha channel. so i cannot use it anymore for controlling how transparent the surface will be. I figured out it is possible to use the following with opengl 1.4: glblendcolor(1,1,1,0.1); //0.0 = solid 1.0 = transparent glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_ALPHA); //now object is not affected by alpha channel of texture This seems to do the trick. But only on high end graphics cards as a test on a TNT graphics card gives a 0-1 fps framerate. Using only: glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); Gives me back 33fps. But without the control on how transparent the surface is. Is there a way do both on a TNT? http://3das.noeska.com - Create 3D Adventure games without programming.

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