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:
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)

leafhole.jpg (160.6 KB ) - added by Philip Taylor 17 years ago.

Download all attachments as: .zip

Change History (4)

by Philip Taylor, 17 years ago

Attachment: leafhole.jpg added

comment:1 by (none), 14 years ago

Milestone: Alpha

Milestone Alpha deleted

comment:2 by Andrew, 14 years ago

Milestone: Backlog

comment:3 by Philip Taylor, 13 years ago

Milestone: BacklogAlpha 5
Resolution: wontfix
Status: newclosed

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

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