diff --git a/docs/roadmap.md b/docs/roadmap.md index 8d4eb13..e05a03d 100644 --- a/docs/roadmap.md +++ b/docs/roadmap.md @@ -725,11 +725,18 @@ lookup, and it is the main thing inherited from ReRAC. every decoded tfrag texture on 27 levels: **97.94% fully opaque, 0.98% fully clear, 1.08% partial across 126 distinct values.** So the `0x80 -> 1.0` rule is not a corner case -- it is what 22.7 million texels do -- while - blending touches about 1% of them. **Alpha testing (cutout) matters far more - than alpha blending on this disc**, and the 126 evenly-populated partial - values look like smooth alpha (soft edges, foliage, distance fade) rather - than a quantised blend ladder. That reorders the remaining GS work: the - cutout path is the one that has to be right. + blending touches about 1.08% of them. **These are the same size** -- the cutout + path handles the 0.98% fully-clear texels, the blend path the 1.08% + partial -- so an earlier version of this note claiming cutout "matters far + more" was not supported by the counts it cited. What does make cutout more + consequential is the *shape* of the failure: a clear texel drawn when it + should be discarded puts geometry where there is none, which is visible, + while a partial texel drawn opaque is a slightly wrong soft edge, which is + not. Cutout first is a claim about which failure you notice, not about how + many texels are involved. + + The 126 evenly-populated partial values look like smooth alpha (soft edges, + foliage, distance fade) rather than a quantised blend ladder. **No draw-path or shader work has started.** - [ ] VU0/VU1 skinning and lighting on the PS2 float model