implicitblend problem


(evillair) #1

I’m trying to fix the blending of one of my textures in my map. For those who tried the flakcannon beta3 probably noticed the tracks looked like poop, this is because I had the shader ImplicitMask (which takes 0 1 - no gradients)
Now I’m trying to get the implicitBlend to work correctly but I get this;

It looks fine when you look very close to the player but does this when at a distence. I tried nomipmaps, that didn’t help.

Here’s the shader;
textures/flakcannon/fk_track03
{
polygonOffset
surfaceparm pointlight
surfaceparm nonsolid //make sure no one gets hooked
implicitBlend -
}

My alpha is pure black (0,0,0).

Any ideas?

I used implicitMask for the beta but I don’t want that in the final.


(Shallow) #2

Have you tried using an inverted texture with a (non-alpha) blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR like the track marks on Fuel Dump? Admittedly, if you use this method it is pretty impossible to get a decal to blend as anything other than a smear of a different colour against any texture with more specific detail than snow, but I imagine it’s a fair bit cheaper than using an alpha blend.

With your current shader, do you actually mean that you have a 100% black alpha channel, or just that the bits you want alphaed out are pure black?


(lennyballa) #3

Sorry for being noob, i’m non english: What is blending?


(evillair) #4

Yeah, the black parts (non-track areas) are pure black, not the whole alpha channel.

I’ll try your suggestion…