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Using Glidos with Direct3D

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Reply 20 of 26, by Glidos

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Thanks for the tip Dege. What a weird setup. Any idea what they hoped to achieve with Delta0? Strange to go to all that trouble to get the same effect as ConstColor

One strange thing: OpenGlide seems to handle it, but I wasn't aware of any special code. I shall trawl throught it and see what's going on.

Also, somewhere I have part of the source of a Glide driver which handles Delta0. It says something about setting up the deltas ready to iterate, and then just zeroing them. Makes no sense to me. 😖

Reply 21 of 26, by Glidos

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noname wrote:

Is there a way to show chromakeyed textures the way they look in TR2?

I don't know, probably. What do they look like?

Take a look at Gambit37's hanging leaves from the TRX caves textures. That's an alternative that uses blending. You might like that.

Reply 26 of 26, by Glidos

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Its not really a natural way to interpret chromakeying. Games using chromakeying and z-buffering don't need to worry about the order in which they render polygons. With blending, games need to render back to front. If TR wasn't written to use blending and hence the ordering wont be correct.