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Graphics > OpenGL 3D API > Re: OpenGL stat...
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Re: OpenGL states and performances

by karim.atiki@[EMAIL PROTECTED] Jul 7, 2008 at 11:39 AM

> I wouldn't use alpha test. It cerates jaggy edges. In 2D tile
> based application you can use blending w/o problems, as you're
> going to use the painter's algorithm anyway and don't use the
> depth test.

Ok, but basically how would you replace the alpha test with blending ?


> Alpha test is good, if you want to completely reject fragments,
> so that they don't update the depth buffer. This is normally
> used to draw foilage in the not most recent virtual environment
> applications (like games) as I'm writing this.

BasicalIy I use alpha testing to manage transparency and display my
sprites and background tiles correctly.
 




 12 Posts in Topic:
OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 02:21:18 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 17:28:16 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 08:40:25 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 19:27:36 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 11:39:11 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 21:02:50 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:12:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:15:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 20:22:15 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-08 10:05:13 
Re: OpenGL states and performances
zyend <karim.atiki@[EM  2008-07-08 05:57:05 
Re: OpenGL states and performances
folays <folays@[EMAIL   2008-07-08 16:01:36 

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tan12V112 Fri Nov 21 5:31:43 CST 2008.