OpenGL guy
Veteran
You said alpha test. If your alpha ref value is 1.0, it doesn't matter that filtering gives alpha values less than 1: You won't see those texels.arjan de lumens said:As expected, as it would turn alpha-blending into dithering (too few transparency levels), and also, likely select the same sample points for different polygons for the same pixel, causing transparent layers beneath the top layer to disappear.OpenGL guy said:It doesn't look good.
Umm, texture filtering? You would usually apply bi/trilinear interpolation to the texture map, so unless texels are perfectly pixel aligned, you would get alpha values between 0 and 1 even if the texture map itself only contains 0s and 1s.I don't think so. Imagine a texture where alpha values are either 0 or 1. Your coverage mask would then always be either 0 or 1, hence, no AA.It should work fine with alpha-testing, though.
That was why I said I don't think this works.
Edit: Grammar.