Evil smile. You’ll like this one
Here is my problem:
I’m trying to find the intersection between a ray and the world. Everything works fine, excepting for the transparent surfaces (like sprites). A texel can be totally transparent or totally opaque.
If my ray hits a transparent texel, it returns an intersection with the surface. I don’t want that; i want it to return the intersection if the texel is opaque only.
It’s easy to find what is the texel hit in the triangle, and thus the position in the texture space.
And now…? to test this texel i need an access to the texture. I don’t want to access to the video textures… -too slow-. I’d like to avoid to copy the textures in memory myself -the driver already does it, waste of memory-. So, is there a way to access to the textures kept in system memory by the driver ??