Dave2001 said:Ok, well, I fixed the mario kart thing. It was using FORCE_BL with full alpha.
Link is still translucent, though. He uses the ALPHA_CVG_SEL flag, but I'm not sure what that does. The docs barely have anything on it. They say:
ALPHA_CVG_SEL
use cvg (or alpha*cvg) for pixel alpha
I'm not exactly sure what it's trying to do, but I think that's what causes link to be transparent, since the flags on the castle in mario64 have this problem too (shaded color) and have this flag.
Hrmmm I'm not sure what CVG is.. but
ALPHA_CVG_SEL is used in a number of things I've noticed for example:
#define RM_AA_ZB_OPA_SURF(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
It's used in the macros in GBI.h refering to render mode. CVG * ALPHA gives you the alpha value? CVG might be a bit that's toggled or something elsewhere. IE 0 * ALPHA = 0 1 * ALPHA = ALPHA .. etc. Might he used for turning on and off opacity on a texture.