ATI SDK

ATI Product Information

Support for Alternate OS's

Hardware partners

Software partners

RenderMonkey

Drivers


 
 

Highlights


GPU MeshMapper (V1.0)

GPU PerfStudio (V1.2)

Samples: CrossFire Detect (update)

Samples: PostTonemapResolve

The Compressonator (version 1.41)

GPU Shader Analyzer (V1.42)

RenderMonkey™
(version 1.81) (New)


ATI Compress (version 1.6)

AMD Tootle 2.0 (New)

AMD OpenGL ES 2.0 Emulator (V1.1) (New)

HLSL2GLSL (V0.9)

AMD at GDC 2007

ATI SDK


 
 
ATI Developer - Source Code
 
Radeon® Alpha Testing

Alpha testing is used to do pixel rejection based on the alpha value of a pixel in much the same way that z testing can be used to do pixel rejection based on a pixel's z value. Unlike stencil or depth/z buffer-based pixel rejection, however, the alpha value of the pixel is compared against an API-level reference value, not a value already present in the frame buffer.

As shown in the OpenGL® sample RAGE 128AlphaTest and the Direct3D® sample RAGE 128AlphaTest, alpha testing can be used to do pixel rejection of alpha blended sprites so that writes to the z-buffer do not occur in areas of the sprite that are completely masked out (alpha is zero). The sample application shows how an alpha blended primitive can cause unwanted Z-buffer writes. Figure 1 shows a quad drawn behind an animated texture sequence. Although the alpha blending applied to the texture prevents writes to the color buffer, z-buffer writes still occur causing the blue quad's depth test to fail several times even though the color buffer was untouched by the explosion in those areas.


 
 
 


 



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