pfAntiAlias and alpha channel

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login IRIX (pere1++at++VIDEO5)
Tue, 12 Nov 1996 03:09:05 -0800


        Hello there!

        Well, this time, I have a problem with pfAntiAlias in performer.
So, to simulate shadow on a terrain, I use a first model with a tileable
texture on it. To pertub that texture, I decide to duplicate the model (Yes, I
know ,I have twice more polygons: if someone has another idea...) and to map a
texture with poor resolution on this clone. The second texture is a black and
white image with an alpha mask. This method works well without antialiasing,
the gradient of my mask is continuous, but with antialiasing activated, the
mask seems to have only 4 bits. Is there anybody who could tell me what
happens?

        Thanks a lot for help.

Bye.

        Christian
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