POLYTYPE_ATEX_MASK(3alleg4)

πŸ’– POLYTYPE_ATEX_MASK β€” the mask-y polytype bestie era πŸ’–

okay so bestie, welcome to the Allegro game programming library corner of the man pages, and today's main character is POLYTYPE_ATEX_MASK (and its partner in crime, POLYTYPE_PTEX_MASK). they're polygon rendering mode types, and they're lowkey iconic. periodt. πŸŽ€


✨ SYNOPSIS ✨

#include <allegro.h>

#define POLYTYPE_ATEX_MASK

#define POLYTYPE_PTEX_MASK

πŸ¦‹ DESCRIPTION πŸ¦‹

okay so picture this: they're exactly like POLYTYPE_ATEX and POLYTYPE_PTEX, right? same energy, same vibe. BUT πŸ’… β€” the one glow-up is that zero texture map pixels get skipped. that's it. that's the whole thing.

and the way that this slays is: skipping those zero pixels means parts of the texture map can be transparent. so your texture gets to have see-through bits instead of you having to fake it. no cap. 🫢

not me gatekeeping: if you were expecting some other behaviour, no β€” it's literally just POLYTYPE_ATEX / POLYTYPE_PTEX with the zero-pixel-skip on. don't overthink it, bestie. πŸ’€

πŸ‘‘ SEE ALSO πŸ‘‘


and that's the whole page, bestie, you ate that πŸ“ go render some polygons and be the main character of your own 3D scene. this came to you from Allegro version 4.4.3 β€” she's an older queen but she still serves, fr fr. πŸ’œβœ¨πŸŒΈ