Problem with displaying transparent TGA sprites

Posted By: sigi56

Problem with displaying transparent TGA sprites - 10/18/04 16:46

Hi everybody,

need a help of you. I use TGA sprites with 32 bit alpha channel in my
game. They´re created in Adobe Photoshop. Although they´re displayed
correctly when camera moves near, in certain distance from the camera they start to fade and go transparent. I´ve tried to set all the flags and worked with ambient and albedo. But nothing could solve the problem.

P.S.: the same sprites placed on the floor are displayed without this
problem.

Thank you.
Posted By: Christoph_B

Re: Problem with displaying transparent TGA sprites - 10/19/04 16:52

i don't understand exactly, what you mean, but i think it's the old 32-bit-sprites-are-rendered-without-z-buffer-problem. the engine renders 32 bit alpha sprites without the z-buffer(depth-buffer), so other models or levelgeometry are rendered before or behind the sprite, because the sprite has no information about it's position on the z-axis.
Posted By: sigi56

Re: Problem with displaying transparent TGA sprites - 10/22/04 21:39

I see, but how could I solve it ??? Is it a problem of the sprite itself
or the engine (using version 6) ?
Strange thing - at certain point of camera distance, sprite suddenly become
transparent. If the camera is closer everything´s ok.

Thanks
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