LerpColorScale: Different in Fixed-Function and Autoshader

So, I’m experimenting with the use of alpha-scaling, and in particular a LerpColorScaleInterval, to make an image less transparent.

Specifically, I want to have an image that incorporates shades of alpha, and then use an alpha-scale greater than 1 to bring some of those shades up to a value of 1–thus allowing me to subsequently have some parts–but not all–fade away over time.

Now, the game for which I’m doing this currently employs with the fixed-function pipeline: it’s almost entirely 2D, and has only limited special effects, so shaders aren’t really called for.

As such, I was thinking to run this effect, too, with the fixed-function pipeline.

Only to find that it doesn’t work: it looks like alpha-scales greater than 1 are clamped to 1. (Or effectively so.)

However, with the auto-shader activated, it does work! A test-image can be made less transparent via an alpha-scale greater than 1.

For now, I’ll probably go forward with the effect that I have in mind–and only that effect–running under the auto-shader. It just feels messy to do so; I’d rather it were fixed-function like the rest of the game. (Or switch everything over to the audo-shader–but that seems superfluous for this project.)

Still, I wanted to report this discrepancy there, and perhaps discuss it.