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That pretty much confirms my suspicion - the bug causing graphical issues is inside reticle removal code.Yes, that did the trick. However, when I did, I began experiencing the unstable graphical issues associated with Bf 109 reflector sight.
Yes, I already have partially working code which uses a gradient of sky color, average ground color and fog color in between for reflection instead of environment map (except for _r textures of course). This should help with surfaces looking "wet".But I am convinced it would look better with its own texture, one with maybe only two colors that gently faded into each other, or something similar.
I probably need a more specific example how to reproduce it. It doesn't sound like something I've seen before.Textures in certain formats (DXT5 and possibly others) show as black unless the underlying material color in the model is full white as seen in the hex editor.
MajorMagee, that white line is most likely an edge of certain terrain LOD. I will check what might cause it.
Ok. This effect was unintentional, but I kept it in case it was useful, and as I said I can modify it if needed.Yes, I accidentally found out about the infinite edge effect last night as I was putting together the reticle for the K-14 sight, as two of the diamond points were touching the edge of the texture.
That's odd. The static reticle should be hidden completely, maybe it is some sort of bug then.The only issue I see with the additive blending is that as the moving version of the reticle passes over any part of the unmoving (invisible) reticle where the alpha mask is not totally black it creates an unnatural bright spot in the pattern.