The following are limitations and workarounds for using texture mapping with hardware rendering.
Hardware renderer limitation with texture mapped to transparency channel
The hardware renderer does not support connecting a greyscale texture's outTransparency attribute to a shader's transparency channel.
Same texture placement must be used for color and transparency
Color and transparency textures need to use the same placement.
Hardware renderer limitation for Alpha Is Luminance flag
The hardware renderer does not support the Alpha Is Luminance flag for diffuse procedural textures on NV30 class hardware.