Alpha masking
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[[Alpha masking]] refers to a special case of [[alpha blending]] where all pixels are rendered as either fully opaque (100% alpha) or fully transparent (0% alpha) with no partial transparency. This can be treated as a special case because it does not require alpha sorting in order to produce visually correct results. This provides a significant performance win over an equivalent alpha sorted material. | [[Alpha masking]] refers to a special case of [[alpha blending]] where all pixels are rendered as either fully opaque (100% alpha) or fully transparent (0% alpha) with no partial transparency. This can be treated as a special case because it does not require alpha sorting in order to produce visually correct results. This provides a significant performance win over an equivalent alpha sorted material. | ||
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''TBD: Materials which support alpha masking.'' | ''TBD: Materials which support alpha masking.'' | ||
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''TBD: Discussion of using alpha testing without a b&w texture.'' | ''TBD: Discussion of using alpha testing without a b&w texture.'' | ||
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+ | ''TBD: Overdraw concerns'' | ||
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+ | ''TBD: alpha masking vs mip mapping'' | ||
[[Category:Texture mapping]] | [[Category:Texture mapping]] |
Revision as of 21:01, 18 October 2017
Alpha masking refers to a special case of alpha blending where all pixels are rendered as either fully opaque (100% alpha) or fully transparent (0% alpha) with no partial transparency. This can be treated as a special case because it does not require alpha sorting in order to produce visually correct results. This provides a significant performance win over an equivalent alpha sorted material.
TBD: Materials which support alpha masking.
TBD: Control of alpha masking via texture.txt file
TBD: Image of alpha mask and the in-game result, versus alpha blending.
TBD: Discussion of using alpha testing without a b&w texture.
TBD: Overdraw concerns
TBD: alpha masking vs mip mapping