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guy.bowden@gmail.com #1
Alpha channels on textures
Hi,
I've got a D3D movie with several sprites using a 24bit PNG with an
alpha channel as the texture (its only a single colour with either 100%
alpha, or 0% alpha)
This is working in as far as you can see through the sprites where you
should be able to, and not where you shouldn't.
The only problem is that director looks like its putting a black matt
around the texture rather than either no matt, or blended alpha.
Is there any way to fix this? I'm hoping that the sprites will blend
into each other rather than the faint outline I've got at the moment.
Another way I could fix this would be to use a bitmap as an alpha
channel texture and colour the shader in seperatly - but I can't find
any way of doing that either...
Thanks for any help.
Guy
guy.bowden@gmail.com Guest
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guy.bowden@gmail.com #2
Re: Alpha channels on textures
You can see an example of what I mean here:
[url]http://extranet.holler.co.uk/universal/1402/vekMazeMaxHavok4.htm[/url]
The blue layers should blend into a single solid block of colour when
they overlap
guy.bowden@gmail.com Guest
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toxmeister@gmail.com #3
Re: Alpha channels on textures
guy, try setting the "quality" property of the texture object(s) to:
texture("maze").quality=#rgba5551
that will force a 1bit alpha channel and should get rid of your alpha
"outline". also i've noticed some weird artifacts on the black 1st
layer. am not sure if that's the case, but your texture bitmap sizes
should always be powers of 2 (4,8,16,32,64,128,256,512)
btw. the best place for dir3d related schtuff is probably here:
[url]http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l[/url]
toxmeister@gmail.com Guest
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guy.bowden@gmail.com #4
Re: Alpha channels on textures
Ta very much Toxi (i presume..)
I've tried that quality property to no avail as well. there's still
some outline in there..
As for sizes - would that be 2,4,..,512 * 2,4,...,512 pixels in
dimentions for the bitmap?
guy.bowden@gmail.com Guest



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