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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 22 of 26, by noname

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Yes, blending is a good idea. How do I use that?

Reply 23 of 26, by Gambit37

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Actually, I didn't use alpha blending on those hanging vines, but some of the floor plants use it.

Reply 24 of 26, by Glidos

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Oh yeah we had all that trouble with z ordering too. It would be pretty unnatural to turn keying into blending. I doubt if TR1 is using blending. In what way does it look different?

Reply 25 of 26, by noname

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What's wroung with using blending? I think it looks better than having sharp edges. Is it possible to use blending in Glidos 1.32 without using texture packs?

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.