Quote: "All it seems to do is clip/remove any pixels where the diffuse has any kind of texture transparency at all - not really distance based."
Nice to know, it looks like LOD, although the LOD works with polys and the shader with pixels.
Quote: "Clipping (rather than just high transparency) removes some of the issues found with the render order of transparent objects, but of course leaves no texture behind so it appears as if the entity has no mesh or color texture there at all."
Looks like transparency not being handle fine latelly, transparency needs many workarounds latelly, imho.
Anyway I know those guys are working hard on getting it.
Quote: "It's not using the PBR shader, it uses entity_core.fx. Any part of diffuse texture that has its alpha less than alphaclip (i.e. 1 in this shader) is removed."
I'll try to store that info in the hd I've on the top of my body, although there are not enough ram to suit, though. LOL
Thanks Ciber for clarify.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz
OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4