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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
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Anonymous
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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?


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