Newsgroup: it.comp.giochi.rpg
Titolo: Texture e D3D..

..Tutta la verità, nient'altro che la verità
Questa è la spiegazione(ma non lascia intravedere grandi speranze di
aggiustamento, mi pare) presa dal faq. 1.3 di Windforce Dragon(veramente
MOLTO esaustivo ed utile, secondo me):
2.6.1 Q: Some textures in the game seem unfiltered. Also: My D3d Card
does not run
                   8 bit textures
                   A: (CapnBill) You're right! The "bilinear filtering"
effect that smooths
                   textures out as you get closer to them had to be
turned off for textures
                   that had "holes" in them, for non-8-bit draw modes.
I'll attempt to explain:
                   Our art database was mainly developed and established
in the days before D3D
                   was accepted; we primarily had Glide to work from,
and our effects & art
                   were based on that (ie 3 years ago). All our art
which had "holes"
                   (ie windows, and irregular shapes like tree leaves)
used a technique called
                   "chromakey" to set certain pixels to transparent.
                   Over the next year and a half, a large staff of
artists cranks out huge volumes
                   of art; and D3D advances to the point where we can
start adding support for it.
                   Ah, now it's time to add D3D support. Lo & behold,
D3D doesn't support chromakey.
                   Also, most D3D drivers don't support 8-bit. So, we
ended up requiring D3D to
                   run in 16-bit, and for 16-bit textures to not use
chromakey any more; we converted
                   them to use an alpha bit to set those pixels to
transparent.
                   Enter bilinear filtering: Bilinear filtering, which
smooths the colors in textures,
                   also would smooth the alpha for the shut-off pixels,
causing horrible artifacts along
                   the edges of tree leaves & windows. To circumvent
this, we enabled an "alpha threshold"
                   check, that would set a pixel to transparent only if
its alpha were below a certain
                   value; this got rid of the edge artifacts, but the
alpha threshold ruined our "fuzzy
                   clipping plane" effect for any textures that used the
alpha threshold, where vertex
                   alpha was used to blur the edge of the ever-offensive
clipping plane. The fuzzy clipping
                   plane required a full range of alpha to look right;
the edge artifacts required that we
                   eliminate the full range of alpha. The result was
that all trees ended up looking horrible
                   when they were at the edge of the clipping plane. So,
we ended up shutting off bilinear
                   filtering for 16-bit modes for textures that require
transparent pixels. Grrr.
                   This is just one aspect of our D3D development that
ended up killing our schedule...there
                   were lots of others, believe me.
Sigh..fidatevi, NON è bello da vedere, mentre si gioca...ma, come si
dice..."I can live with it"....forse ;)
Lucas

dice..."I can live with it"....forse ;)
Ma sono scuse da piazzista!
Questo qui lo devono chiamare a vendere le pentole alla Mondial Casa, altro
che fare il programmatore...  ;-)))
Saluti!  ^_^
--
   _/_/_/        Dimer Camparini        _/_/_/
  _/_/_/     Reggio Emilia - ITALY     _/_/_/
 _/_/_/  
dimer-c...@libero.it
    _/_/_/
_/_/_/ UIN:1645559 - Nickname:Ciccio _/_/_/

che fare il programmatore...  ;-)))
si, solo che direbbe:
"alza il telefono, la mondialcasa ti aspetta"