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DarkBASIC Professional Discussion / Alpha Channel in Texture

Author
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Bulleyes
21
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 5th Dec 2002 09:41
Hi, I was just wondering how DBpro support alpha channel in texture. As far as I know, any pure black, i.e. RGB(0, 0, 0) in the texture will be treated as transparent, other color will be treated as opaque.

What if I want different alpha for different area on my texture. Does DBpro support color model such as 32 bit RGBA?

How about 2D bitmap, does DBpro support alpha information that stored in PNG files?

Thanks!
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Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 5th Dec 2002 17:00
One thing, have no idea about what your asking but, I though .TGA was the best format for alpha channel images.


Van-B
ChipOne
21
Years of Service
User Offline
Joined: 12th Sep 2002
Location: Canada
Posted: 5th Dec 2002 22:21
Yes, TGAs and PNGs both work for alpha channels (I prefer working with TGAs). Your assumption of saving the image as a 32bit RGBA is correct.

-= i only do what my rice krispies tell me to do =-
mimesis
21
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Norway
Posted: 6th Dec 2002 00:50
sorry, targa (or any other format) alphas does
not work in DBP. IT SHOULD BE!

Only the black (0,0,0) colors of the original
bitmap can be masked out, opacity control of the image
with grey in the alpha have no effect.Thats why no
matter what u do ,the sprites or images with
non-rectangular shape that require masking will
always look jagged on they're outline.

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