My understanding is that we should do rgb *= a in the shader. Writing tests for this is on my todo list, but very close to the bottom.
(Sorry for the top post. Stupid android mail program)
On 5 September 2013 10:42, Stefan Dösinger <stefan@codeweavers.com> wrote:Yes, we don't actually support those, but that's wined3d's problem, notWe do. The difference between DXT2/DXT3 and DXT4/DXT5 is just a
ddraw's.
convention wrt. storing pre-multiplied alpha or not, there's no
difference in the actual encoding.