Gamestudio Links
Zorro Links
Newest Posts
NOMAX undeclared identifier.
by Petra. 01/09/26 21:12
Sam Foster Sound | Experienced Game Composer for Hire
by titanicpiano14. 01/07/26 15:14
Zorro locks DLL
by jcl. 01/07/26 13:33
zorro with ccxt?
by qin. 01/07/26 07:50
The new evaluation system
by jcl. 01/05/26 08:50
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (AndrewAMD, Petra, TipmyPip), 3,237 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Namitha_NN, Syndrela, agasior, mosfet, MonsterX
19188 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Why is there banding 32-bit TGA skins? #11150
12/06/02 07:45
12/06/02 07:45
Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
W
WildCat Offline OP
Expert
WildCat  Offline OP
Expert
W

Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
Greetings...

I am wondering why I see banding on 32-bit TGA skins.

I made a dome model with a white surface, and an alpha chanel that changes from 0,0,0, to 255,255,255 over 256 pixels.

While I understand that I might be able to see the bands of each of the 256 shades, what I don't understand is why I see bands alternating between light and dark .

Can someone explain what is happening and how I can correct it?

 -

Thanks!

- WildCat


Visit us at [url=http://www.vertexgames.com]Vertex Games[/url]!
Re: Why is there banding 32-bit TGA skins? #11151
12/07/02 16:37
12/07/02 16:37

A
Anonymous
Unregistered
Anonymous
Unregistered
A



From what I understand, the A5 engine can only handle 16 bit textures. But that doesn't make sense as banding shouldn't occur there. Have you tried using the sky map as a pcx or bmp instead of a tga?


Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1