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Re: png Textures cause visibility errors
[Re: Cowabanga]
#286581
08/25/09 23:50
08/25/09 23:50
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Joined: Jan 2007
Posts: 651 Germany
RedPhoenix
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Well I could have come to that myself...
Don't you think I have some reason for using .png. ...?
Besides it's supported by med and therefore should work properly anyway.
To make it finally clear. This post isn't about asking how to solve the problem I got, but about reporting a possible engine bug, that should be fixed whether there exists a workaround or not.
Last edited by RedPhoenix; 08/25/09 23:51.
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Re: png Textures cause visibility errors
[Re: RedPhoenix]
#286614
08/26/09 07:51
08/26/09 07:51
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Joined: Jun 2008
Posts: 151 Ukraine
XD1v0
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RedPhoenix i think it would be understandable if post a screenshoot. I guess you .png image have alpha channel, so you see the alpha blending errors, this is not engine bug its feature of hardware. Anyway, the manual says: PNG images behave like TGA images, but are not recommended because they are loaded not by the engine, but by the DirectX library, and are not guaranteed to be automatically restored when the video device gets lost. This means that they can lose their content f.i. when a fullscreen application is minimized.
A7 Commercial Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram
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Re: png Textures cause visibility errors
[Re: jcl]
#286633
08/26/09 09:12
08/26/09 09:12
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Joined: Jan 2007
Posts: 651 Germany
RedPhoenix
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Ok I now got the problem right:
XD1v0 is correct about the alpha blending error, that's what I saw as visibility problem. However there is one thing left. I used several .png images and none of them contained an alpha channel!
It is possible for both the .png and the .tga format to have an image saved with or without alpha channel applied. This can be controled using the channel dock in e.g. gimp. When loading a .tga file without alpha channel into med, the skin is proceeded in the right way and created as 24bit without alpha. However when loading a .png file into med, it seems that automatically a pure white alpha channel is created. The texture format is set to 32bit with alpha, althoughh there is no alpha channel in the image.
Of course it's not that great problem to deactivate the alpha channel for each .png texture, but it would still be good, if you could change that behaviour, if possible.
Last edited by RedPhoenix; 08/26/09 09:17.
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