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STILL no alpha support???
Posted: Tue Dec 02, 2003 9:56 pm
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??

Posted: Wed Dec 03, 2003 12:38 am
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).
Posted: Wed Dec 03, 2003 8:33 pm
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

Posted: Thu Dec 04, 2003 12:07 am
by freedimension
Blitz is very good on this, trust me

Posted: Thu Dec 04, 2003 9:34 am
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 .
Posted: Thu Dec 04, 2003 11:36 am
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

Posted: Thu Dec 04, 2003 11:40 am
by Berikco
Posted: Thu Dec 04, 2003 12:48 pm
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 .

oh... his dad is my uncle... what a coincidence!!!

Posted: Thu Dec 04, 2003 4:29 pm
by mp303
funny, funny stuff, Rings.
anyone got something to offer besides humour?
Posted: Thu Dec 04, 2003 5:36 pm
by dontmailme
mp303 wrote:funny, funny stuff, Rings.
anyone got something to offer besides humour?
You could have my sister

Posted: Thu Dec 04, 2003 6:25 pm
by LarsG
dontmailme wrote:mp303 wrote:funny, funny stuff, Rings.
anyone got something to offer besides humour?
You could have my sister

uuuuuuuuuuuhhhhhhh :roll:
Posted: Mon Aug 30, 2004 1:44 pm
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*

Posted: Mon Aug 30, 2004 3:10 pm
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.
Posted: Tue Aug 31, 2004 9:50 am
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?
Posted: Tue Aug 31, 2004 9:59 am
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...