Any part of an object or graphic that light does not fully reflect off of, and thus can be seen through. Also applies to translucency effects.
0
votes
0answers
13 views
How to remove android opengl1.0 bitmap white back ground
I want to remove bitmap file's white background but I have no idea to solve this
1
vote
1answer
70 views
Alpha Blending: use the pixel with the smallest alpha
I'm writing a transparency shader where I need any intersecting textures to, wherever they overlap, take the texture pixel with the smallest alpha value and render only that, discarding the other ...
0
votes
0answers
37 views
Transparency in OpenGL
I was doing some testing, and I ran into an issue that I've never run into before. I've been experimenting with having different "modules", so to speak, for rendering. Each module manages its own ...
0
votes
1answer
62 views
OpenGL - How to draw a transition of two textures on one quad?
I know when drawing a rectangle, if we select red and draw two vertices, and then select yellow and draw the other two vertices, the entire rectangle will show a nice transition of color between those ...
0
votes
0answers
37 views
OpenGL - How to use depth checking and alpha blending at the same time?
Suppose I have a semi-transparent object (let's call this "bubble"), a solid object (let's call this "wall"), and the bubble is closer to the camera compared to the wall behind it.
If I draw the ...
0
votes
1answer
53 views
What image format supports transparency in Android?
I want to show an apple on screen but the image has a white background and it doesn't blend with the background of a tree.
Is there any image format in which only the red apple is displayed?
1
vote
0answers
54 views
Depth write and depth test in Unity
Scenario: several objects (o1, o2,.., on) have to be rendered with the z test disable, but the z values must be written to the depth buffer. In another pass, some other objects (t1, t2,..., tm) need ...
2
votes
3answers
91 views
Order of render with transparency opengl
I tried to render using different render configurations (GL_BLEND_FUNC()) but I couldn't get the back object to render in certain angles. The first screenshot here shows one angle where the back ...
3
votes
3answers
456 views
Libgdx 2d png transparency
My scenario:
Build a simple tic-tac-toe example with libgdx.
I have simple images: cross, circle and board all pngs created with gimp with alpha as color.
How can I render them using transparency ...
1
vote
1answer
139 views
Rendering a image with some transparency has removed all black pixels and makes full texture transparent
I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
1
vote
3answers
155 views
Rendering order
In this thread Rendering a model with transparent or translucent uv map applied doesn't work , I asked about what was wrong with my model that the transparency wasn't working. I've got an answer ...
0
votes
0answers
62 views
Rendering a model with transparent or translucent uv map applied doesn't work
Before I try to make anything transparent, the model renders nicely. When I change the uv layout so that one piece of the model will be transparent, it renders horribly. This is the result with a ...
0
votes
1answer
88 views
Cant get the transparency even with GL_BLEND function [closed]
Can someone help me with my code. I want to set the transparency of a single point to 0.5f(a semi transparent)
public class ParticlePoint extends Declaration {
UtilityShader utilityShader = new ...
1
vote
1answer
167 views
Keyframing or programmatically changing attachment transparency in Spine
I've just recently been getting to grips with Spine and Unity 2D, porting some
of my assets from different sources (SWFs, SVGs, GIFs, Canvas animations).
Whilst I'm able to reproduce a lot of what I ...
1
vote
1answer
113 views
Clearing an SFML scene with a partially transparent color
Is there way to clear a scene with a transparency (alpha) value, in pure SFML?
I'm trying to clear with rgba(0,0,0,128) so the previous frame still partially shows through, which would create a ...
0
votes
0answers
73 views
Unity3D object fill shader
I've been researching this for a while, and had no luck yet. I figured I'd ask here to see if anyone had any good ideas.
Essentially what I want is a shader that can make only part of an object ...
2
votes
2answers
120 views
fast java2d translucency
I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following ...
0
votes
0answers
628 views
Drawing and rotating bitmaps (with transparency) efficiently in Android
I just started making a game for Android and I'm already having some issues regarding performance.
You can imagine the game as being some kind of Tower Defense game with a top-view, and the enemies ...
0
votes
2answers
180 views
HTML5 Canvas Parsing image into tileset while preserving transparency
I'm trying to import a Tiled Map Editor JSON file into my HTML5 canvas game but I'm having trouble with separating out the tileset image into separate images while preserving the transparency.
...
1
vote
5answers
236 views
Drawing transparent and opaque 3D objects. How do I preventing z-fighting?
I am using a transparent weighted average algorithm to draw my transparent objects.
The transparent object is drawn with the following notable render states (the rest are default XNA values):
...
1
vote
1answer
266 views
rendering transparent meshes in LibGDX
Building open this tutorial - https://code.google.com/p/libgdx/wiki/ProjectionViewportCamera
I have constructed a class for generating polygon meshes. But i cannot figure out how to render semi ...
3
votes
1answer
242 views
OpenGL - Z- Buffer translucency
So lately I wanted to use the Z buffer in opengl to order my 2D sprites in my program. Now I didn;t relaize that if you use the Z buffer then you cant blend these sprites. And some of these sprites ...
1
vote
1answer
66 views
How can I fix this transparency problem when my data is viewed from a certain angle?
using Microsoft.DirectX.Direct3D;
using Microsoft.DirectX;
I render a 3D data by setting device.RenderState.AlphaBlendEnable = true
Now my top view looks like below, the outer surface layer ...
0
votes
1answer
161 views
render sprites with a transparent background (XNA)
For my game I want to make a map of the world. Per country I made a file with the border of the country and the rest of background is transparent. This way all my files have the same width and height. ...
3
votes
1answer
136 views
Make some black pixels transparent in Love2D
Is it possible to put a black opaque rectangle over my game screen and then change transparency on some pixels?
For example I have black rectangle on screen represented by 1
1111111111111111111111
...
2
votes
0answers
60 views
Transparency behaviour on PowerVR
I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
5
votes
1answer
228 views
Sprite with alpha Blending in 3D world
I'm working on a game in a 3D world with elements 2D only (Like Don't starve game) for Android and IOS.
Currently, I've managed "Sprite" without alpha blending, I've just put a condition in the pixel ...
0
votes
0answers
234 views
Apply various effects to alpha channel using cocos2dx
I have some CCSprite with images which contain shadows. Apart from the shadows and the background the images are opaque. I'd like to be able to draw some CCSprite but without the shadows when they are ...
1
vote
1answer
147 views
Drawing Transparency in XNA 4.0
Using C# (VS2010) with XNA 4.0, I have a terrain layer (RenderTarget2D) in a 2D side-scroller. My visual system tracks updates to redraw individual tiles, but I am having trouble finding a way to ...
2
votes
1answer
198 views
Odd blending result (semi-transparent 2d quad over 3D scene)
I'm working on a GUI library for my game, and I'm having problems with my blending.
I have a 3D scene, which I render with glDrawArrays. In the fragment shader the alpha color is hardcoded 1.0f ...
4
votes
1answer
328 views
How do games deal with Z-sorting partially transparent foliage textures?
I was busy implementing basic transparency in a prototype I'm working on when something occurred to me.
In order for a given texture's transparency to work as expected, the (semi-)transparent texture ...
2
votes
2answers
2k views
Android: Loading bitmaps without premultiplied alpha (OpenGL ES 2.0)
Is this possible? To load textures in non-premultiplied format (Straight alpha?)?
My game has 1 or 2 images which have semi-transparent pixels and I need to be able to fade them in and out but this ...
3
votes
0answers
566 views
How to make the background of an OpenGL object transparent?
It sounds so simple but i didn't get it to work.
The Background of my FrameLayout where i add the GLSurfaceView in is colored blue but there is only black.
So here is my method to initiate the ...
4
votes
2answers
112 views
XNA Transparency depending on drawing order?
I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at ...
4
votes
1answer
267 views
How do you display non-cutout transparent 2D textures with a depth buffer? (OpenGL)
I've been able to get my 2D renderer to display transparent cutout textures by testing the alpha of a fragment and discarding if it is less than 1 (or any fraction really). The problem is I want to ...
3
votes
1answer
303 views
Change opacity of a texture in XNA 4.0
I have created a terrain using VertexPositionNormalTexture in XNA 4.0, but now I would like to allow the user changing the opacity of the terrain (from 0%, totally opaque, to 100%, totally ...
5
votes
3answers
704 views
Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?
Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but ...
4
votes
2answers
603 views
Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Like most others, I'll start off mentioning that I'm still a beginner when it comes to OpenGL and GLSL programming. So bear with me on any dumb mistakes you may spot in the code ahead.
I'm basically ...
1
vote
2answers
405 views
Tile-based game with DirectX - issues with transparency and StretchRect
In my current project I have a class which loads a map file and then it should load all associated tilesets (no transparent tiles - I used to work with magenta as a colorkey) and precreate a surface ...
1
vote
0answers
58 views
Creating transparent image with localGraphicsConfig not always working
I'm trying to use GraphicsConfiguration.createCompatibleImage to create transparent images.
This creates an empty image which I'm filling with a mosaic pattern later on in the code.
This seems to ...
2
votes
2answers
685 views
Pygame set_colorkey transparency issues
I'm having a strange issue that I cannot seem to remedy. I am doing some prototyping with Pygame on a desktop running windows and a laptop running OS X. Both are running python v2.7.3 (installed via ...
9
votes
2answers
917 views
Why are some games using some dithering pattern instead of traditional alpha for transparency?
Recently, I have seen some 3D games (eg: GTA IV) to use some kind of ordered dithering to simulate transparency / alpha.
The polygons are not transparent as usual, but instead render a dithering ...
-4
votes
1answer
160 views
Importing a transparent image to flash [closed]
How do I import an image that has transparent background to flash and give it class and use addChild to show it on the screen? Transparent background should stay transparent.
2
votes
1answer
756 views
XNA 4.0 - Transparent 3D model
I have a little problem with my 3D model (.fbx) rendered in XNA, look at screenshot.
Screenshot:
It should be a lego brick, which was modelated in Blender, then exported to .fbx and added to XNA ...
4
votes
2answers
1k views
What is the order-less rendering technique that allows partial transparency?
I've seen somewhere rendering technique that allows order-less rendering of partially transparent sprites/objects.
Though I can't remember what the technique is called, so I'm having trouble Googling ...
1
vote
1answer
415 views
Lost transparency in SDL surfaces drawn manually
I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have ...
1
vote
2answers
1k views
How can I make a tile appear on top of another without completely blocking the tile below?
Making a small RPG with libdgx just for learning about how to draw tiled maps and move around in them. I've got the tiles drawn and OrthographicCamera stuff figured out so I can see my world. My ...
1
vote
2answers
3k views
Transparent parts of texture are opaque black instead
I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear ...
3
votes
3answers
702 views
How can I render a semi transparent model with OpenGL correctly?
I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but ...
0
votes
1answer
224 views
Rendering two textures with blending and alpha test
What I am looking for is the following: I have a circle on a square image, alpha is 0 at the corners
and also a square shadow, alpha is 0 everywhere else
I would like to have as final result a ...