Is it possible to apply "true" per-pixel alpha to a texture in code?
I can apply the alpha to the texture okay (after the texture's been applied to the entity and using WritePixelFast(X, Y, (Alpha Shl 24) Or RGB, TextureBuffer) ) but it doesn't seem to be applied properly. Any pixels with alpha 128 or less are not rendered, while any pixels with alpha 129 or more are rendered fully opaque.
I've tried all sort of combinations of EntityBlend, EntityFX and TextureBlend, but most of those just make it worse :-)
Is this actually possible?
I can apply the alpha to the texture okay (after the texture's been applied to the entity and using WritePixelFast(X, Y, (Alpha Shl 24) Or RGB, TextureBuffer) ) but it doesn't seem to be applied properly. Any pixels with alpha 128 or less are not rendered, while any pixels with alpha 129 or more are rendered fully opaque.
I've tried all sort of combinations of EntityBlend, EntityFX and TextureBlend, but most of those just make it worse :-)
Is this actually possible?