Quote:
Originally Posted by NHervé
That is normal, alpha test doesn't work with mod2. It will be fixed in mod3.
Simple explanation : a texture is a square-shaped image, but the image on it can be not square-shaped, so there will be "transparent" pixels having the first color of the texture palette. Alpha test allows to don't render these pixels. But Alpha test is broken, so these pixels are rendered and that makes color squares being rendered around the textures.
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It's not broken on CVS, it works flawlessly. It's just a matter of using the CVS oglRender.c (or whatever is called, the openGL 3D core), and it'll work flawlessly.
Oh, and you explanation of the DS alpha transparency is a wrong. The DS can use alpha test and alpha blending, and the transparent pixels can be different than palette 0. Check the
texture formats, and you'll see why.
Quote:
Originally Posted by Daejien
How do I compile the source?
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If you have to ask, you shouldn't be doing it :P