mikebart 1 Posted January 4, 2009 Does the alphatest32 renderflag only work with basic materials like for e.g. bodlak? im using a normalSpecularThroughNoFade for the vertex shader but I want to get rid of the pixelated edges. normalSpecularThrough seems to be a little bit alpha tested anyway, but I dont want to fade my alpha's out, so im using a _NO instead of a _NON. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define _ARMA_ //Class VeregIvy_list.rvmat{ ambient[] = {0.4,0.4,0.4,1}; diffuse[] = {0.4,0.4,0.4,1}; forcedDiffuse[] = {0.1,0.1,0.1,0.5}; emmisive[] = {0,0,0,1}; specular[] = {0.04,0.04,0.04,1}; specularPower = 64; PixelShaderID = "NormalMapSpecularThrough"; VertexShaderID = "NormalMapSpecularThroughNoFade"; renderFlags[] = {"AlphaTest32"}; class Stage1 { texture = "ca\VeregIvy\data\VeregIvy_list_no.paa"; uvSource = "tex"; class uvTransform { Â aside[] = {1,0,0}; Â up[] = {0,1,0}; Â dir[] = {0,0,0}; Â pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(ai,32,32,1)treeCrown(0.1)"; uvSource = "none"; }; class Stage3 { texture = "#(ai,32,32,1)treeCrownAmb(0.1)"; uvSource = "none"; }; //}; Share this post Link to post Share on other sites
Linker Split 0 Posted January 4, 2009 to take rid of the pixelated edges, you have to use both AlphaInstancing and alphatest64 renderflags. Also, for the VS you have to use either NormalMapSpecularThroughNoFade or NormalMapSpecularThrough It's not important if you use the _NO instead of the _NON because that is not a problem. I use this RVMAT for my Vegetation in my HDT island: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient[] = {0.4,0.4,0.4,1}; diffuse[] = {0.4,0.4,0.4,1}; forcedDiffuse[] = {0,0,0,1}; emmisive[] = {0,0,0,1}; specular[] = {0,0,0,1}; specularPower = 1; PixelShaderID = "Grass"; VertexShaderID = "Basic"; mainLight = "Sun"; renderFlags[] = {"AlphaInstancing","AlphaTest64"}; fogMode = "Fog"; Share this post Link to post Share on other sites
.kju 3245 Posted January 4, 2009 hey Linker Split could this be used for the standard ArmA vegetation as well? does it any good for it? Share this post Link to post Share on other sites
Linker Split 0 Posted January 4, 2009 yes, it can be used for standard Vegetation texture of course, and you will have better performance and FPS due to the fact that this RVMAT doesn't use any type of shader, so basically the engine will not run any NM ans SM Share this post Link to post Share on other sites
mikebart 1 Posted January 5, 2009 Thanks for that Linker split, yeah thats the pretty much the material I got the renderflags from, I just didnt think alphaInstancing had anything to do with it, should of tried that though, cheers. Share this post Link to post Share on other sites