Ticket #179 (closed defect: wontfix)

Opened 6 years ago

Last modified 2 years ago

Alpha-channel problems with NVemulate and renderpath=vertexshader

Reported by: Philip Owned by:
Priority: Should Have Milestone: Alpha 5
Component: Core engine Keywords:
Cc:

Description

When running the game with [NVemulate http://developer.nvidia.com/object/nvemulate.html], set to any emulation mode (NV30, NV40, G80), on a GeForce? 4, with renderpath=vertexshader, transparent textures look like in the attachment: parts with alpha=255 (e.g. leaf centres) are usually transparent or stripey, and flicker as you zoom in and out. It works correctly when renderpath=fixed.

Looks like some kind of z-accuracy issue, where models use two different implementations of vertex transformation and end up at slightly different z value? (I'm not sure if it's only ever an issue with NVemulate, or if it can affect real hardware too.)

Attachments

leafhole.jpg (160.6 KB) - added by Philip 6 years ago.

Change History

Changed 6 years ago by Philip

comment:1 Changed 3 years ago by anonymous

  • Milestone Alpha deleted

Milestone Alpha deleted

comment:2 Changed 3 years ago by wacko

  • Milestone set to Backlog

comment:3 Changed 2 years ago by Philip

  • Status changed from new to closed
  • Resolution set to wontfix
  • Milestone changed from Backlog to Alpha 5

vertexshader no longer exists, and anyway it doesn't matter if the game breaks in NVemulate.

Note: See TracTickets for help on using tickets.