Author Topic: Blending on PSX  (Read 3156 times)

Micky

  • *
  • Posts: 300
    • View Profile
Blending on PSX
« on: 2010-06-01 07:27:31 »
I already have Halkun's PSX doc and did some Google search, but there are two bits still unclear:
- There is a special case for colour 0x0000. If it is marked as transparent, does it take part as "black" in the blend operation, or is it like an alpha-kill that doesn't write the pixel into the frame buffer at all?
- What are the rules for untextured polys? Do they just get blended as a whole if alpha blend is enabled?

Gemini

  • *
  • Posts: 260
  • Not learner's Guru
    • View Profile
    • Devil Hackers
Re: Blending on PSX
« Reply #1 on: 2010-06-01 10:03:57 »
1) Pure black is always invisible, no matter the attributes of a primitive.
2) Simple polygons follow exactly the same rules as other draw primitives with tpage flags indicating transparency is enabled.

Micky

  • *
  • Posts: 300
    • View Profile
Re: Blending on PSX
« Reply #2 on: 2010-06-01 20:42:42 »
Thank you, that's a massive improvement. I wasn't totally sure about the 0x0000 thing, but it makes a significant difference.