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Re: Transparency Issues

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Transparency Issues
From: Frank Condello <developer at chaoticbox dot com>
Date: Sun, 2 Apr 2006 15:52:49 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <0CC98886-E6F6-4FB3-9598-85D5904BD823 at miensoftware dot com> <4ECC2499-8DA8-464F-8634-EECDCCEF8BD1 at chaoticbox dot com> <6AB570D9-39FA-4D50-BCB7-0A03B086A8DF at miensoftware dot com>
On 2-Apr-06, at 3:17 PM, Lo Saeteurn wrote:

Does 1-bit alpha textures suffer from the same issues? If it does not, how do I use 1-bit alpha textures?

You'd use a 16bit texture (ARGB16 inside Quesa) but I'm not sure how or if the new Rb3D Material class handles that. 1bit textures aren't manually sorted since they write depth, so you won't see a sorting slowdown here, but 1 bit transparency tends to be ugly - it's only really suitable for "screen" fonts, and even then you should use nearest-neighbour filtering and turn off mipmaps. Unfortunately texture filter settings are global in Quesa.

Ugly or not, it's a zillion times faster. I'm using RB's trimesh now, so I guess there's no way to change the texture alpha mode like with the Quesa wrappers?

That's what I'm uncertain about... Try assigning a 16bit Picture to Material.Texture with white pixels where you want it to be transparent and see what happens. Perhaps Joe can shed some light on how different bit depths are handled in this context.

Global as in... it makes every alpha surface 1-bit?

No I was referring to the filtering (how pixels are interpolated when textures are scaled) the bit depth is per-texture.

Frank.
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