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authorSteven Fuller <relnev@icculus.org>2008-10-05 23:51:04 -0700
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:37 +0200
commitaccc5bbd8d9f9cfaa5e6e21d762542256fa2cf39 (patch)
tree71ceed1660cc4811fbf759978fd60c4342cf0598 /src/win95/awtexld.hpp
parente69698d11edfe564cf4940714482856bd2088fd4 (diff)
Trying out using alpha test to emulate color keying.
The original D3D code used SetColorKey to remove the transparent bits from certain textures, like the HUD alien tail. As there's no straightforward way to do this in OpenGL without using fragment programs, enable alpha test to reject fragments with zero alpha. This might break a few things that have alpha set to zero when translucency is off -- I fixed the few cases that I found.
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