Re: texture filtering and transparency

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Michael Schiestl wrote:
I don't think that's true. Please correct me if I'm wrong, but having a 1 bit alpha channel does not prevent the GPU from interpolating values in between 0 and 1. (I just tested this). Also, there is no 1 bit alpha channel texure format with 24 bit RGB, so I would have to use 15 bit RGB which is also not an optimal solution.

These facts totally unrelated to Wessam's answer. Regardless of the number of bits, you can always use alpha testing to discard pixels instead of blending them. Since this is a simple test (for example, "draw only pixels with alpha values over 128"), the alpha accuracy in the texture doesn't matter.


	Eyal
.



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