Quote:
Originally Posted by Windcatcher
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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Hm, ok.
Can we put that off until the second revision of the file format?
