Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Transparency with TMDs Date: Fri, 14 Aug 1998 14:46:50 +0100 Organization: Sony Computer Entertainment Europe Lines: 22 Message-ID: <35D43FCA.F6D4437E@scee.sony.co.uk> References: <35D4377D.19535005@ndirect.co.uk> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en Alex Herbert wrote: > > How does transparency work with non-textured polys? It doesn't. The packets for non-textured polys don't allow you to set the transparency rate. The easy way around this is to make all your polys textured, but referencing a pure white square (can be any size, say, 4x4 pixels) as a texture. This increases drawing time slightly though, since textured polys take slightly longer than non-textured. I'm not 100% sure, but if the ABE bit in a non-textured poly is set, that poly will use the current transparency rate, set by the last non-textured polygon to be processed. With ordering tables, you're never too sure which is the last one, so you might get unexpected semi-trans rate values. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe A cow with no legs = ground beef.