The alpha tag has no wiki summary.
1
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0answers
16 views
XNA 4.0 - Model texture transparency [closed]
I'm trying to use a semi transparent texture on a model in xna using BasicEffect, like this:
((BasicEffect)mesh.Effects[0]).Texture = alphaTexture;
I've made the texture in code using color class, ...
0
votes
0answers
14 views
Maya physical sun and sky rendering as alpha
Im trying to render a animation but the sky is saved as an alpha. it shows up in the render window, but when i look at the files there alpha channels so when i put it into final cut to create a video ...
0
votes
1answer
38 views
Blending issue with framebuffer
I'm trying to get some particles to work properly - they should blend among themselves but not with the background color. For this I'm using additive blending, textures with premultipled alpha and set ...
0
votes
1answer
37 views
How can I load a picture with alpha channel in JME?
This code loads a picture into the game:
Picture mypic= new Picture("mypic");
Texture2D tex = (Texture2D) assetManager.loadTexture("Textures/mypic.png");
...
0
votes
0answers
45 views
OpenGL - How to use depth checking and alpha blending at the same time? [duplicate]
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
280 views
Alpha Value at 0 Shows Black for Android Canvas Bitmap
There have been a few questions similar to this but none seem to give a straight answer. If I am creating a Bitmap from a .png image and want to set a color (i.e. true pink) to transparent, the color ...
0
votes
1answer
166 views
Set alpha cutoff value Unity3d
I am continuing my previous question( link ). Now its working as per this demo.
and the coding written to set cutoff is here :
function Update () {
renderer.material.SetFloat("_Cutoff", ...
0
votes
1answer
115 views
Why do the ALPHA channel in TGA is not visible?
Good morning GDSE,
I am loading a TGA using loadTGA function found in superbible 4th edition source code.
Here is how the image looks in Gimp
You can see I have enabled alpha channel in Gimp, I ...
2
votes
2answers
168 views
XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps
Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws.
In order to save on tex2D calls, we packed our objects' specular maps with all sorts of ...
-1
votes
1answer
139 views
XNA changing color alpha
I know I can take a color and multiply it by a float to reduce its alpha like that:
Color color = Color.Green * 0.15f;
But how do I return the color's alpha to it's original value?
I tried doing ...
2
votes
1answer
241 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 ...
3
votes
1answer
298 views
XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?
I have been working through Riemers ShadowMap tutorial and everything was going well until the section on drawing to a separate rendertarget. I am using a different model and quads but I assumed the ...
1
vote
0answers
95 views
How to put OpenGL in a state for drawing blended, colored, nontextured polys?
Using OpenGL1.1 (sadly) I'm trying to draw a cube, which is colored and alpha blended. It is instead showing up as opaque black. Even without including alpha in the color it still shows up as opaque ...
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 ...
4
votes
2answers
122 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 ...
0
votes
1answer
291 views
Incorrect colour blending when using a pixel shader with XNA
I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than ...
4
votes
1answer
219 views
Premultiplied Alpha And Alpha Testing
I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values.
Is there an easy/standard way to have it ...
-1
votes
1answer
113 views
Slick2D ingoring aplha channel?
When I use the draw method inside a image, it completely ingores the alpha channel and fills it in with white. Is there a way I can draw it where the alpha is see through like it's suppost to be? I ...
4
votes
2answers
983 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
1k 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 ...