MSAA and alpha textures

Actually, after doing some thinking, it appears that while you can move around the sorting requirements of alpha blending, it's next to impossible to eliminate them altogether. It may be possible to get rid of most artifacts by using one framebuffer/z-buffer for everything opaque, and another for everything transparent, and merge them when done, but that seems like a bit too much work.
 
quick question regarding this issue using SS2 to test it

the foliage, i.e. the trees and vines in some of the outdoor maps, those are alpha textures correct? not point sprites?
 
Brent said:
quick question regarding this issue using SS2 to test it

the foliage, i.e. the trees and vines in some of the outdoor maps, those are alpha textures correct? not point sprites?

Right, those are alpha textures.

The trees and similar foliage use an alpha test. The grass uses an alpha blend (I imagine because Croteam found it easier to sort the grass, and much easier to make it "fade out" with an alpha blend enabled).
 
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