----- Original Message -----
Sent: Sonntag, 18. März 2001
21:34
Subject: Re: [Virtools] alpha 's and
chipsets
well it lookes fine on nvidia cards,, with
scr alpha or inv src alpha etc etc.
but on the g400 matrox cards, the sorting
doesn;t go wrong, but the alphas invert depending on the distance,, very
weird , so they may seem alright nearby but when you zoom out the go
inverted.. or the other way around, i can't find logic to this.
maybe i used the wrong blend modes . modulate
alpha also doens't always give the desired effect and sometimes using
modulate with source alpha works fine, it occus mostly in a
scene with many alpha's like a forest..
also just setting the blend value to 254 or
lower seem to help also..
so there, i find it very strange as
well.
regards
tomas sala
----- Original Message -----
Sent: Sunday, March 18, 2001 10:01
PM
Subject: Re: [Virtools] alpha 's and
chipsets
strange .....
when you say it does not work what do you
meann ?? wrong object display sorting ???
the blend mode for alpha is modulate alpha,
src alpha, inv src alpha
should work evrywhere except on the CRAPPY
ATI rage pro ......
----- Original Message -----
Sent: Sunday, March 11, 2001 3:21
PM
Subject: [Virtools] alpha 's and
chipsets
Hi everyone,
I've noticed tht the nemo player handles
alpha blend modes differently on various chipsets.
especially when there are multiple
materials with alpha blends in a scene.
the problem occurs on matrox 3d cards, and
3dfx based cards,
since where developing on nvidia chipsets
its not always imediatly clear if an alpha is gonna work on a different
machine.
has anybody got experience with this., i
can't seem to find a proper mode which works on different
cards.
but the matrox and 3dfx cards seem to have
the same way of handling alpha's could that be correct..
regards
tomas
sala