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lukas
Joined: 26 Dec 2009 Posts: 2
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Posted: Sat Dec 26, 2009 7:06 am Post subject: dest alpha |
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| has anybody tried using dest alpha? it seems it doesnt work for me neither when i'm trying to blend nor when i do a screenshot ( its all set to 0 even if i clear with 0xff). maybe i'm missing some state? |
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Raphael

Joined: 17 Jan 2006 Posts: 646 Location: Germany
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Posted: Sat Dec 26, 2009 7:47 am Post subject: |
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PSP does not support destination alpha. The framebuffer alpha channel is used as stencil buffer bits.
You can however use the clear enable bit to write to destination alpha at least through the primitives vertex color (as is done in sceGuClear to "clear" the stencil bits).
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sceGuSendCommandi(211, GU_STENCIL_BUFFER_BIT<<8|0x1);
sceGuDrawArray(....);
sceGuSendCommandi(211, 0);
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This will render the vertex colors alpha component into the destination stencil/alpha bits (iirc even with the interpolation done by smooth shading). However, this unfortunately still doesn't render texture alpha component. _________________ <Don't push the river, it flows.>
http://wordpress.fx-world.org - my devblog
http://wiki.fx-world.org - VFPU documentation wiki
Alexander Berl |
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lukas
Joined: 26 Dec 2009 Posts: 2
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Posted: Sat Dec 26, 2009 8:00 am Post subject: |
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| all alpha related stuff appears to be sooo broken on psp. no possibility to sum vertex and texture alpha, no dest blending. that's frustrating. thanks for quick reply though |
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