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		<title>5.19 - P</title>
		<link>http://www.allegro.cc/forums/view/614347</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Tue, 10 Jun 2014 16:48:26 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Sorry, occationally pressed Enter when entering header...</p><p>The question is, why this check is used in _al_ogl_update_render_state()?</p><p>   if (!(display-&gt;flags &amp; ALLEGRO_PROGRAMMABLE_PIPELINE)) {<br />      if (r-&gt;alpha_test == 0)<br />         glDisable(GL_ALPHA_TEST);<br />      else<br />         glEnable(GL_ALPHA_TEST);<br />      glAlphaFunc(_gl_funcs[r-&gt;alpha_function], r-&gt;alpha_test_value);<br />   }</p><p>This leads to Allegro not performing alpha test when drawing to depth buffer with ALLEGRO_PROGRAMMABLE_PIPELINE set.</p><p>Is this normal behaviour? Maybe default shader should be modified to include alpha test for depth buffer as well?
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		<author>no-reply@allegro.cc (Vi_112)</author>
		<pubDate>Fri, 06 Jun 2014 21:58:18 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>As far as I can tell, that functionality is not present in OpenGL ES 2. I suspect this was in part the reason it was not included.</p><p>I think it is in Allegro&#39;s interest to have as few OpenGL backends as possible... right now, as far as I can tell it&#39;s a mess of GLES, programmable pipeline and fixed function pipeline. It&#39;d be nice if we could collapse GLES and programmable pipeline into one... not sure if that&#39;s possible though.</p><p>Either way, if it&#39;s deemed proper to go GLES-only, then this should be added to the shader.
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Sat, 07 Jun 2014 19:13:30 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The static pipeline is important (at least to me) for older systems and on Linux where we don&#39;t always have an up to date opengl implementation. </p><p>I think the best approach would be to refactor and split up different OpenGL backends and make them completely independent and selectable drivers.
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		<author>no-reply@allegro.cc (beoran)</author>
		<pubDate>Tue, 10 Jun 2014 00:04:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It&#39;s a tricky situation for me.</p><p>The only thing I use programmable pipeline for is multitexturing, as it is only implemented in Allegro via shaders that requires ALLEGRO_PROGRAMMABLE_PIPELINE.</p><p>But I also need Alpha testing when writing to Z_Buffer to correctly draw sprites with transparent regions.</p><p>So for me the best thing would be a support of conventional multitexturing, without pixel shaders <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		<author>no-reply@allegro.cc (Vi_112)</author>
		<pubDate>Tue, 10 Jun 2014 13:12:54 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Note that if you&#39;re using shaders already, you can write your own that does alpha-testing. I believe you use the <span class="source-code">discard</span> directive.
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Tue, 10 Jun 2014 15:56:34 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;d say this is a bug - the default shader should do alpha-testing (if and only if it is turned on). I filed a bug: <a href="https://sourceforge.net/p/alleg/bugs/395/">https://sourceforge.net/p/alleg/bugs/395/</a>
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		<author>no-reply@allegro.cc (Elias)</author>
		<pubDate>Tue, 10 Jun 2014 16:48:26 +0000</pubDate>
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