Opened 17 years ago
Closed 13 years ago
#179 closed defect (wontfix)
Alpha-channel problems with NVemulate and renderpath=vertexshader
Reported by: | Philip Taylor | Owned by: | |
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Priority: | Should Have | Milestone: | Alpha 5 |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
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 (1)
Change History (4)
by , 17 years ago
Attachment: | leafhole.jpg added |
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comment:1 by , 14 years ago
Milestone: | Alpha |
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comment:2 by , 14 years ago
Milestone: | → Backlog |
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comment:3 by , 13 years ago
Milestone: | Backlog → Alpha 5 |
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Resolution: | → wontfix |
Status: | new → closed |
vertexshader no longer exists, and anyway it doesn't matter if the game breaks in NVemulate.
Milestone Alpha deleted