Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Transparency with TMDs Date: Fri, 14 Aug 1998 15:01:55 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <35D44353.66340F52@ndirect.co.uk> References: <35D4377D.19535005@ndirect.co.uk> <35D43FCA.F6D4437E@scee.sony.co.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-22.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) James Russell wrote: > 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. > I think you've hit the nail on the head there. I have used subtractive trans for shadows and additive trans for lasers etc. which is probably why it keeps changing. I think tho that rather than using a 'blank' texture, I may as well have an interesting texture. Thanks for the help. Herbs