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]
Quote:Original post by Promit
Linearized Depth --
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?