STILL no alpha support???

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mp303

STILL no alpha support???

Post by mp303 »

Is there still no support for alpha channels (smooth masking) with Sprite3D?

Is it just me, or is this getting a little embarassing? I mean, what are we, living in the dark ages?? :?

as far as I can tell, people have been asking for this feature since almost two years - and already back then, this was not a groundbreaking feature, but something you saw in every half-descent game release...

how come the PNG plugin doesn't support loading alpha?? :(
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Post by freedimension »

Well, I wondered about that too. But as I have no Game on my current Schedule it didn't matter to me.
But even if I would, I couldn't use 3D Sprites, since I work on a Notebook with a Graphics Card not supporting 3D (that's a laugh as it certainly does, but that's another story).
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Post by mp303 »

I have no game on my schedule either, but mostly for that reason - why bother making a game if there's no way to make it look smooth and professional in the first place?

currently the only way to make smooth rotated hardware sprites, is to make everything on a completely black background and use additive blending - can't even add a starfield, or the stars will shine right through an additively blended ship ... black backgrounds, and/or heavily aliased single-color masking, only serve as temporary entertainment while waiting for proper transparent sprite support :(

maybe I should just switch to Dark or Blitz :twisted:
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Post by freedimension »

Blitz is very good on this, trust me :D
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Post by Rings »

a cousin of a friend of mine, which dad knows a sister of a game-coder said that quickbasic was the almighty solution to code 3d-gamez like Castle-wolfenstein. maybe you should switch to that fantastic language.
i hearded also that you can use linenumbers in it .
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Post by dontmailme »

Rings wrote:a cousin of a friend of mine, which dad knows a sister of a game-coder said that quickbasic was the almighty solution to code 3d-gamez like Castle-wolfenstein. maybe you should switch to that fantastic language.
i hearded also that you can use linenumbers in it .
Great!, Linenumbers is the feature I want, where can I get it :lol:
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Post by Berikco »

Rings wrote:a cousin of a friend of mine, which dad knows a sister of a game-coder said .....
:lol: :lol: :lol:
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Post by Saboteur »

Rings wrote:a cousin of a friend of mine, which dad knows a sister of a game-coder said that quickbasic was the almighty solution to code 3d-gamez like Castle-wolfenstein. maybe you should switch to that fantastic language.
i hearded also that you can use linenumbers in it .
:o oh... his dad is my uncle... what a coincidence!!! :lol:
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Post by mp303 »

funny, funny stuff, Rings.

anyone got something to offer besides humour?
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Post by dontmailme »

mp303 wrote:funny, funny stuff, Rings.

anyone got something to offer besides humour?
You could have my sister ;)
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Post by LarsG »

dontmailme wrote:
mp303 wrote:funny, funny stuff, Rings.

anyone got something to offer besides humour?
You could have my sister ;)
uuuuuuuuuuuhhhhhhh :roll:

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Post by mp303 »

any news on this subject?

you know, I'd instantly buy PB if it had this feature - I really don't understand how a feature like this is NOT present in PB ... I mean, this is totally basic stuff - any half-descent modern game has graphics with alpha channels. Since years now. And why not, I mean, it's supported by even the cheapest graphic cards, and supported by both DX and OpenGL since years now ...

*sigh* :?
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Post by waffle »

Sprite3DBlendingMode()

Syntax

Sprite3DBlendingMode(SourceMode, DestinationMode)
Description

Changes the way of Sprite3D are blended with the background (when using DisplaySprite3D() and a transparency level). Both source and destination mode can take a value from 0 to 24. This command is for advanced users only. Here is the DirectX list of the corresponding values :

#D3DTOP_SELECTARG1 = 2
#D3DTOP_SELECTARG2 = 3
#D3DTOP_MODULATE = 4
#D3DTOP_MODULATE2X = 5
#D3DTOP_MODULATE4X = 6
#D3DTOP_ADD = 7
#D3DTOP_ADDSIGNED = 8
#D3DTOP_ADDSIGNED2X = 9
#D3DTOP_SUBTRACT = 10
#D3DTOP_ADDSMOOTH = 11
#D3DTOP_BLENDDIFFUSEALPHA = 12
#D3DTOP_BLENDTEXTUREALPHA = 13
#D3DTOP_BLENDFACTORALPHA = 14
#D3DTOP_BLENDTEXTUREALPHAPM = 15
#D3DTOP_BLENDCURRENTALPHA = 16
#D3DTOP_PREMODULATE = 17
#D3DTOP_MODULATEALPHA_ADDCOLOR = 18
#D3DTOP_MODULATECOLOR_ADDALPHA = 19
#D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20
#D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21
#D3DTOP_BUMPENVMAP = 22
#D3DTOP_BUMPENVMAPLUMINANCE = 23
#D3DTOP_DOTPRODUCT3 = 24


is that what you wanted to know? That's from the docs.
Code is good... Its an international language.
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Post by mp303 »

yes, the alpha blending constants are in there, I'm aware of this - but they're useless as long as there's no way to load a sprite from, say, a PNG image with alpha ... aren't they?
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Post by waffle »

oh, you want to load the alpha channel from a png file ....
sorry, I thought you just wanted to create your own blend
on the fly...
Code is good... Its an international language.
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