For everyone debating the 'Vertex Alpha' question, this text is from Mark's version history:
Vertex Alpha has been added, via an extra, optional parameter on the end of VertexColor.
This is currently rather limited: polys are NOT sorted for you, and you'll need to use the
new entityfx value of 32 which 'forces' alpha blending even if an entity is apparantly opaque.
The alternative would have been to add some 'per vertex' overhead to calculate/update whether a
surface has at least one vertex with alpha<1 - but I wasn't happy about doing this.
MK
Vertex Alpha has been added, via an extra, optional parameter on the end of VertexColor.
This is currently rather limited: polys are NOT sorted for you, and you'll need to use the
new entityfx value of 32 which 'forces' alpha blending even if an entity is apparantly opaque.
The alternative would have been to add some 'per vertex' overhead to calculate/update whether a
surface has at least one vertex with alpha<1 - but I wasn't happy about doing this.
MK