Finally after over a 5 months hiatus I've been able to spend some time with Supermodel, I was still at r712. The current transparent texture compositing mechanism (great work Ian !) is near perfect, but I found that with 1-bit alpha (contour) textures there is a black border in the area where opaque textures blend toward transparency (due to bilinear filtering).
In the official build the problem seems to be absent, in my build however it shows up like this:
Probably because my dilate texel effect on contour textures (which I *still* have to submit to Ian) accentuate the issue. Anyway this simple modification to the AllocShaderBase function in <R3DFrameBuffers.cpp> fixes all:
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if(colBase.a == 0.0) discard;
This way texels are discarded only when are fully transparent and not halfway. Tested also with official build and doesn't cause any problem.
Ian, can you give a look also?

Here's the fix: