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dest alpha

 
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lukas



Joined: 26 Dec 2009
Posts: 2

PostPosted: Sat Dec 26, 2009 7:06 am    Post subject: dest alpha Reply with quote

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

PostPosted: Sat Dec 26, 2009 7:47 am    Post subject: Reply with quote

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).
Code:

sceGuSendCommandi(211, GU_STENCIL_BUFFER_BIT<<8|0x1);
sceGuDrawArray(....);
sceGuSendCommandi(211, 0);

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.
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lukas



Joined: 26 Dec 2009
Posts: 2

PostPosted: Sat Dec 26, 2009 8:00 am    Post subject: Reply with quote

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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