Thanks for the replies! ^^ @danr: There should be more games on the DS like GTA CW! It's technically excellent, and I remember that shadows were almost impeccable. Having them work correctly via coding it's quite difficult, and I'm sure that the coder of the Software House I'm working with is way too lazy to try that...…
On gta CTW (ds version) we had several layers of alpha that weren't alpha test - in fact very little of the geometry used 1-bit alpha cos it generally looked arse. It was juggled with a mix of code and art, manually setting in what order to draw each bit. Bit of a pain to get right, and helped a lot by the fact it was sort…
Hi everyone, I hope this is not a dumb question. Let's suppose I have a row of semitransparent walls and I'm looking through them. The further I look, the more opaque the walls appear. You all know this is the normal behaviour of semitransparent textures. Then I export the scene for using it on my Nintendo DS. When I look…
Thanks for the fast replies! You're always reliable Vig! ;) Poor DS! :D I already made some similar tests in the past, but what I tried to achieve wasn't edge smoothing (Alpha Test is enough for simple borders). I wanted to create a series of alligned white-yellow translucent planes and put them at the end of a dark…
You could try turning every other pixel transparent. It would leave you the speed of test but might MIGHT get close enough to look like sort, depends on how bit the pixels are. What about using a cone the camera flies through, instead of stacked planes? It would cover the walls in light and make it look like its getting…