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Old 10-03-2004, 06:29 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Well...there's more than one kind of alpha we're dealing with. There's alpha in the texture data, for instance tree leaves have the transparent bits with alpha = 0, and there's also overall polygon alpha (for semitransparency). It's possible to have masked textures with transparent bits that also use polygon alpha. A good example is a texture that represents glass -- most of the texture has the alpha at 0, but those parts that don't should be semitransparent. It can be done either in the texture or in the polygon, but not supporting both means needing a separate texture for every different overall alpha level you want to use in a zone.
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