Hey!
After digging a little bit about Mip Maps and alphas, i found this.
http://the-witness.net/news/2010/09/computing-alpha-mipmaps/
Right now, if I load a dds texture (DXT5 compression) with alpha,and move away from the texture, it will disappear.
Inside the texture node sampler, i found the option to manually adjust the Mip Map levels. It works, but its not definitive solution, but a workaround.
Would be possible to implement this kind of technique using ShaderFX nodes ?
Replies
I suppose you'd want a "Alpha Test" option there.
I'm curious about the "Custom" option. Seems to imply that we could create our own blend state?
The other state/blend options are hidden.
You can try playing with them via MEL, but I believe that on the VP2 side when rendering they are ignored and will only end up in the HLSL/CG code.
Mel to be run on the State Node:
shaderfx -sfxnode "ShaderfxShader1" -listProperties [node_uniqueID]
I'll have a look at those hidden properties and how to work the shaderfx MEL command.