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alpha map support?

 
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Sun Feb 17, 2008 1:24 pm    Post subject: alpha map support? Reply with quote

I don't know if it's supported, but I couldn't find it so here is my request:

when I make a .tga or .png textue, with alpha channels and make it alphablend, the texture's ussually go very wrong (like you can see other parts of the model trough some parts, which makes it look weird.) Now I know that an alpha map can solve this, it's just a black and white image of the same texture, the black indicates what needs to be transparant and the white not.

Maybe handy If I could set it as a second layer for a texture, and then set it as alpha map?

Thanks
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Grandmaster B
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Joined: 03 Jul 2007
Posts: 218

PostPosted: Sun Feb 17, 2008 7:42 pm    Post subject: Reply with quote

Theres a better way, the alpha-test, it uses the textures alpha channel to compare it with a reference value, every texel that is below this reference value will not be rendered to the depth and color buffers.

You see that in most games that render grass. The result is not perfect but you dont need to sort polygons.
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tatts
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Joined: 21 Dec 2006
Posts: 94

PostPosted: Fri Feb 29, 2008 4:14 pm    Post subject: Reply with quote

I've had the same problem with both PNG and TGA myself, they never seem to render out properly.
One way that I found around this problem is to convert the texture to DDS using DDS converter 2.0
Which for me seems to work great. hope that helps Smile
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Fri Feb 29, 2008 4:35 pm    Post subject: Reply with quote

hey, thanks Very Happy , although it doesn't work if it's the same texture on the same object....

EDIT: and I lose alot of detail in my texture..
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Mar 07, 2008 9:49 am    Post subject: Reply with quote

Quote:
the texture's ussually go very wrong


If you haven't done so (not sure, as I'm still catching up with the forums), could you please report this to the bug forum, with some screenshots? I think the problem is the depthsort failing when doing alphablending, but I'm not sure.

Alpha testing, like GrandMaster B suggests, doesn't suffer from the sorting problem, but has the problem that it is either on or off (so no smooth transitions or semi-transparent surfaces). I think the 'alpha maps' you are tallking about are just the same thing, but split into two different textures.

If alpha testing would be a solution for you (i.e. you don't care about the on/off restriction), we could consider adding it as a separate blending mode.
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