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EMT_TRANSPARENT_ALPHA_CHANNEL

Posted: Sun Sep 12, 2004 7:20 pm
by yin nadie
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

Posted: Mon Sep 13, 2004 7:57 am
by knightoflight
1.:
the doc always said, that its official not implemented and the doc still in V0.7 says:
...
EMT_TRANSPARENT_ALPHA_CHANNEL Makes the material transparent based on the texture alpha channel. Only first texture is used. Please note that this material is currenly NOT IMPLEMENTED. ...
But Niko wrote in the changes, that its in, so now i think its official and he only forgot to change the doc ?
2. Yes i have also problems with this material (DIRECTX). I use it for billboards. The invisible parts of the billboard delete other billboards.
And the tread of Skajake (look "beginners help"), i think he has the same problem. Open a thread in "Bug Report"?