I requested this here, but since it was completely ignored, I'm guessing it was not the correct place.
Basically I'm talking about an equivalent of "gl_sprite_blend" for textures with transparency. Check the link above for a visual example.
Can this be implemented?
Thanks.
"gl_texture_blend"
Moderator: Graf Zahl
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Re: "gl_texture_blend"
Oh well, I don't want to sound pushy, but have you considered this? it's been a while since the request, the feature would definitely make a difference for the good and it certainly doesn't look like something horribly difficult to implement, given that more or less the same has been done for sprites in the past.
Regards.
Regards.
- Graf Zahl
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Re: "gl_texture_blend"
This one would be a considerable amount of work with major implications on how scenery is processed so no, I haven't looked into it yet.
- RaVeN
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Smooth Texture Edges
Smooth Texture Edges (or give different name) its work like "Smooth Sprite Edges" but for textures.
Textures with one transpared color (keycolor?).
P.S. I don't like strong edges that GL_ALPHA_TEST do.
So i prefer smooth edges with "gl_mask_sprite_threshold 0" and "gl_sprite_blend true" <- gives nice effect for me =)
And want to do same with textures. "gl_mask_threshold 0" and "gl_texture_blend true (?)" <- want it too, but this is not exist
Textures with one transpared color (keycolor?).
P.S. I don't like strong edges that GL_ALPHA_TEST do.
So i prefer smooth edges with "gl_mask_sprite_threshold 0" and "gl_sprite_blend true" <- gives nice effect for me =)
And want to do same with textures. "gl_mask_threshold 0" and "gl_texture_blend true (?)" <- want it too, but this is not exist
- Gez
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Re: "gl_texture_blend"
Merged duplicate.
- RaVeN
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Re: "gl_texture_blend"
Don't understand why? but this should works fast too as it works for sprites?
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Re: "gl_texture_blend"
He didn't say it could be slower if implemented, he just haven't looked into it, which's sort of disappointing. If I could have my way, I'd definitely give this a much higher priority, hell, even Legacy gets it right.
- Graf Zahl
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Re: "gl_texture_blend"
To implement this the entire way of handling two-sided walls needs to be changed. This cannot be done without a major performance hit and a complete reorganization of how such walls are treated internally.
Don't bother asking again. It won't happen.
Don't bother asking again. It won't happen.