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alpha face sorting inside single mesh?

alpha face sorting inside single mesh?

2004-03-29       - By Colin Holgate

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Reply:     1     2     3     4     5     6     7     8  

>  > I argue with people sometimes about frame rates. Try it at 30 fps,
>>  I'm sure it'll still be fun, and will work on a wider range of
>>  machines, or will allow you to do even nicer game play or graphics.
>
>It could turn out to be a long and unfruitful argument, but some would argue
>that we've been missing constant 50fps frame rates without tearing since we
>stopped playing our c64s ;-)

That's a bad example to have given. Those early computers had a low
enough resolution that they were only putting out 25 fps (or 30 fps),
with the same information on each field. My argument for 30 fps is
that you don't complain at 24 fps when in a cinema, and you don't
complain when watching dram on TV (that was filmed on 25 or 30 fps
film). Just because a dedicated TV game console can in many cases put
out 50 or 60 field renders (25 or 30 fps in two half pictures, 1/50th
or 1/60th apart) doesn't mean that it has to be that way for a
non-interlaced display game. Some games, like Munch's Oddysey I
believe, do progressive output, and so are 30 fps but still look
gorgeous.

Your non-powers of 2 textures will scale via the power of 2 below.
For example, if the textures are 60x60, they will reach the video
memory after being scaled to 32x32 first. It would be worth your time
to scale the bitmaps to 32x32 or 64x64.


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