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...…
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…
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…
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…
Few things bring hardware to their knees like semi-transparent sorting. You might be able to use alpha test (on or off no partial transparency) and stack a few. Left: Alpha Sort. Very hard to calculate, the more you stack the worse it gets. What % of this pixel is transparent? Wait there's another transparent texture... oh…
If I remeber well, DS can't handle mip maps, beacuse using only 33% Vram more would be a big loss. Just consider that NDS has 512kb of Vram, divided in 4 slots. There should be other very small slots, but they are generally left empty.
If you want to try the proximity trick, see if you can manually adjust the mips for your DS textures... then you could fill the largest mip with black, and brighten them up as you go down, until the bottom one is white. Some info in the wiki. http://wiki.polycount.net/Mip_Map
The NDS handles alpha maps very poorly. When I worked on a DS game just I avoided them at all costs. Go with alpha test textures instead, they work fine 99% of the time.