On 3-Nov-06, at 5:42 PM, Craig Macomber wrote:
Translucent parts and fog don't interact very well; we had a similar
problem in Renegades, though it was far less noticeable and wasn't a
serious problem.
The fog does not seem to be a large problem, but it is noticeable.
The sky color is a large problem tho.
However, another possibility is that you haven't correctly defined
the
alpha channel... are you sure your texture mask is mostly black (and
entirely black where you want the particles to be fully transparent)?
I'm just using the same images from the original demo and I think
they are correct.
I think I can get it to work ok by having a black sky and a skybox
of the correct color.
It's the fog and/or specular highlights causing these artifacts. The
sky has nothing to do with it (well, other than it also controls the
fog colour). The fact that things work with black fog/sky is just a
quirk of the colour math: 0 + 0 = 0.
As Joe mentioned, alpha channels need to be premultiplied to work
properly in Quesa. I'll hand out Jeff's standard link: <http://
www.geocities.com/jeffq_cnet/Meshwork/alphamask.html>. A search of
the mailing list archives will reveal more information.
*BUT* even properly premultiplied textures won't work in fog (unless
it's black) or when a specular highlight is applied (as they are by
default). This is an artifact of Quesa's monolithic transparent
texture blending, which is a legacy of QuickDraw 3D. There is no fix
other than hacking the Quesa library itself to use more reasonable
blend modes for your situation.
Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>
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Date: Fri, 3 Nov 2006 21:48:15 -0600
From: joe at strout dot net
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Subject: Re: trimesh particles demo, version 2
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On Nov 03, 2006, at 23:17 UTC, Frank Condello wrote:
*BUT* even properly premultiplied textures won't work in fog (unless
it's black) or when a specular highlight is applied (as they are by
default). This is an artifact of Quesa's monolithic transparent
texture blending, which is a legacy of QuickDraw 3D.
But note that the specular highlight problem is easily fixed by setting
NullShader = True on your particles, which is what you'd normally want
for particles anyway.
Best,
- Joe
--
Joe Strout -- joe at strout dot net
Verified Express, LLC "Making the Internet a Better Place"
http://www.verex.com/
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