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Problem with displaying transparent TGA sprites #35185
10/18/04 16:46
10/18/04 16:46
Joined: Jul 2004
Posts: 10
S
sigi56 Offline OP
Newbie
sigi56  Offline OP
Newbie
S

Joined: Jul 2004
Posts: 10
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.

Re: Problem with displaying transparent TGA sprites [Re: sigi56] #35186
10/19/04 16:52
10/19/04 16:52
Joined: Nov 2003
Posts: 1,267
ef
C
Christoph_B Offline
Serious User
Christoph_B  Offline
Serious User
C

Joined: Nov 2003
Posts: 1,267
ef
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.


sef
Re: Problem with displaying transparent TGA sprites [Re: Christoph_B] #35187
10/22/04 21:39
10/22/04 21:39
Joined: Jul 2004
Posts: 10
S
sigi56 Offline OP
Newbie
sigi56  Offline OP
Newbie
S

Joined: Jul 2004
Posts: 10
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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