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Different alpha textures filtering - Feature request

Open Goblan opened this issue 2 years ago • 4 comments

I wonder if it would be possible to implement a different approach to alpha textures filtering similar to Glidos or TR2, for instance. All filtered sprites in the ATI GLRage version of the game, such as water surface, plants, etc, have this dark, blocky/pixelated contour, as if the pixels that are closest to the transparency wouldn't blend or something. I'm not very good at explaining so here are a few screenshots:

Left: TombATI | Right: Glidos https://i.imgur.com/410nKrx.jpg

Left: TombATI | Right: Glidos https://i.imgur.com/EDncwCQ.jpg

Left: Glidos | Right: TombATI https://i.imgur.com/uxpnIMT.jpg

I hope I posted this in the right place and didn't break any rule. Thank you for your great work.

Goblan avatar Jun 27 '22 20:06 Goblan

Hopefully we can add this at some point. I think this is the same as #126?

walkawayy avatar Jun 28 '22 17:06 walkawayy

Hopefully we can add this at some point. I think this is the same as #126?

I have no technical knowledge whatsoever but it looks like it's the same thing, or totally related, at least.

Nice to hear you'll look into it at some point. Thanks!

Goblan avatar Jun 28 '22 18:06 Goblan

No it's definitely not the same.

My issue is about transparency. One of the few but in my eyes very meaningful PS1 features TR1M is missing yet.

This issue is about pixel scaling algorithms, which is visible on the edges.

Richard-L avatar Jun 28 '22 21:06 Richard-L

The issue is discussed here: https://www.tombraiderforums.com/showthread.php?t=214779&page=20

Maybe the information shared on the forum can be helpful.

Instandhaltung avatar Jul 01 '23 08:07 Instandhaltung