It's not working... but i remember seeing some features with transparency before.
Did someone remove glEnable(GL_BLEND) from the code or what? o.O
Since we have trees transparent already.. whats the problem? People have been having problems with transparent features for long time since some new Spring version came out years ago... i know once they were working fine, but suddenly they stopped working.
This is what i need for my features... could it also be possible to adjust the alphafunc threshold value? you might want to adjust it for each features.. or all of them if we dont want to change s3o formats? maybe some config file in the folder or something.
i dont want to use reflective units, but i want to render features properly. damnit. this doesnt make any sense xd
i tested now when watching some map tree features:
reflective units on: 30fps (only like 15 features on the screen) reflective units off: 60fps
Seems like it applies reflection calculations too...
Transparency really should be default on, since transparency doesnt make any speed difference in rendering, at least not on my card, which is really shitty card. (tested by watching hundreds of normal trees which have transparency on, and still FPS is above 60)
It wouldnt require anything else than glEnable(GL_BLEND) ... mhh. Unless the feature textures uses 24 bits when reflective units isnt on o_O and 32 bits when its on... which doesnt make sense at all.
Seriously... this needs fixing... im sure many would agree.
iirc its because turning reflective units off essentially turns off loading tex2 at all, which means no glow, no reflect and no transparency (and no specular if the mod has the shader that supports blue channel spec).
part of the reason for the slowdown is that there is the potential for the amount of texture memory use by units to be DOUBLED.
nah, i have 256 megs memory already, its enough for 2 features in the map :D + small map anyways. + i didnt have any units on the map, just looking the features. i didnt even see any fancy effects on them, looked exactly like without reflective units option, except that the transparency worked.
it probably enables some shader or something which makes it slow, idk.
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