Masking vs alpha. Performance increase?
Blitz3D Forums/Blitz3D Programming/Masking vs alpha. Performance increase?
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Hey, i'm making a texture for some fencing, a wiremesh kind of thing. Tried all sorts of options, but masking just doesn't look as good as alpha. I know jfk says about using dds textures, so i'm doing that. But, at a distance it just doesn't look great. The fencing seems to almost disappears, and look grainy. But with alpha it looks great. ANYWAY, just off hand, is it much of a performance hit using alpha texture blending on the fencing, rather than masking? I'm going to have a fair bit of this, but i suppose i can hide fence sections that are obscured. |
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Anyone? :o) |
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just do it (if you have only a fair bit). i would go with masked dds though. just because of several alpha-z-ordering problems... especially when using smokeparticles, fog and all that stuff. in my game is just switched my decal system from alpha to masked dds (due to the mentioned problems). i did not notice any speed difference though... |
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Ok, thanks man. As i say, the masked look ok close up, but from a distance it did go all grainy on me. |
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you can use mipmaps with dds textures (i use nvidias PS-plugin). i think this would help you out. |
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Ah, i thought blitz auto generated them. thanks :o) |
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with dds, blitz doesn't generate them. you have to create the mipmaplevels by hand (using this plugin or atis texture compression tool) |