It's the Little Things That Matter -- Tips and Tricks

Started by
20 comments, last by Emmanuel Deloget 17 years, 4 months ago
Quote:Original post by Promit
Linearized Depth --


Directx have two states : D3DZB_TRUE and D3DZB_USEW. I was figuring me that D3DZB_TRUE use a linear z and D3DZB_USEW ... the w. What's the truth ? [smile]

Advertisement
Quote:Original post by Matt Aufderheide
I dont see much point to pre-mulitplied alpha either.. in most cases normal alpha blending is the correct method. This author is some kind of nutty evangelist...You uss alpha masks to control transparency normally, so why do we need to mess around with blending modes that will yeild unexpected results?


The 4 arguments (texture compression, composition, multipass lightning, additive and blending in a single operation) are well developped - and for 3 of them he shows what are the benefits of premultiplied alpha over normal alpha. Considering that, I won't call him a "nutty evangelist" - hey, that's TomF! [grin]

This topic is closed to new replies.

Advertisement