Original Post
salut, does someone know how to tell opengl to write zbuffer only when alpha component of a texel of a RGBA texture is 1 and not when it's 0? And how to configure ogl in order to make it interpolate RGB but not A ? So even zoomed texures appear to have clear edges... I played a DirectX game ( shame on me ! ), namely 007 Nightfire ( again ! ), in which trees leaves were drawn this way. Edges looked rounded. Maybe it requires some GL_EXTENSION to do that ?