#117351 - syncope - Sun Feb 04, 2007 2:12 am
Hallo World !,
Ok I've serched and searched, here and in all the places I could make sense of.
Maybe the feature is just not well documented, but could it indeed not have been reverse engineered yet at all ?
Using an Alphachannel/Mask with soft AND strong Transparencies on an image >>
like so !
[Images not permitted - Click here to view it]
[Images not permitted - Click here to view it]
Doing this on a sprite
and a textured quad
I've certainly seen it plenty of times in commercial games, but perhaps I'm just imagining having seen it in homebrew also.
Electroplankton is full of it for example, in both 2D and 3D.
[Images not permitted - Click here to view it]
[I guess for the creatures which are made of polygons, as seen in screens 3, 4 and 8 - they used a transparency lookuptable or 1D texture, similar to the DS-style toonshading . Strong banding is noticable when looking at these on hardware.]
Without resorting to sortware blending, for which frankly I'm to inexperienced with programming, how can this be done ? Seems like the hardware supports it with ease.
Please feel free to take the supplied test graphics for a spin
http://www.filefactory.com/dlf/f/831df5/b/8/h/3fbd10f526948a2f/j/1170548934
[PNG & PCX files]
If this is just an oversight on my part, lets simlpy make this thread a place where concise approaches to to handling this issue can be found.
Ok I've serched and searched, here and in all the places I could make sense of.
Maybe the feature is just not well documented, but could it indeed not have been reverse engineered yet at all ?
Using an Alphachannel/Mask with soft AND strong Transparencies on an image >>
like so !
[Images not permitted - Click here to view it]
[Images not permitted - Click here to view it]
Doing this on a sprite
and a textured quad
I've certainly seen it plenty of times in commercial games, but perhaps I'm just imagining having seen it in homebrew also.
Electroplankton is full of it for example, in both 2D and 3D.
[Images not permitted - Click here to view it]
[I guess for the creatures which are made of polygons, as seen in screens 3, 4 and 8 - they used a transparency lookuptable or 1D texture, similar to the DS-style toonshading . Strong banding is noticable when looking at these on hardware.]
Without resorting to sortware blending, for which frankly I'm to inexperienced with programming, how can this be done ? Seems like the hardware supports it with ease.
Please feel free to take the supplied test graphics for a spin
http://www.filefactory.com/dlf/f/831df5/b/8/h/3fbd10f526948a2f/j/1170548934
[PNG & PCX files]
If this is just an oversight on my part, lets simlpy make this thread a place where concise approaches to to handling this issue can be found.