EMT_TRANSPARENT_ALPHA_CHANNEL
Posted: Sun Sep 12, 2004 7:20 pm
quote from changes.txt:
The EMT_TRANSPARENT_ALPHA_CHANNEL material in OpenGL is now implemented.
at least tahat is what it says, but:
in OpenGL the resulting rendering doesn't seem to use the alpha channel of the loaded texture, but make a new alpha channel from each pixel brightness, so the black pixels became transparent and the white ones became opaque. A black pixel with alpha opacity is not rendered
in DirectX every billboard or decal with this material is completely invisible for me
so... am i the only one having this problem? am i completely stupid?
RSVP
The EMT_TRANSPARENT_ALPHA_CHANNEL material in OpenGL is now implemented.
at least tahat is what it says, but:
in OpenGL the resulting rendering doesn't seem to use the alpha channel of the loaded texture, but make a new alpha channel from each pixel brightness, so the black pixels became transparent and the white ones became opaque. A black pixel with alpha opacity is not rendered
in DirectX every billboard or decal with this material is completely invisible for me
so... am i the only one having this problem? am i completely stupid?
RSVP