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 10/19/0416:5210/19/0416:52
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.
sef
Re: Problem with displaying transparent TGA sprites
[Re: Christoph_B]
#35187 10/22/0421:3910/22/0421:39
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.