Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (7th_zorro, Quad, VoroneTZ, 1 invisible), 623 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, 11honza11, ccorrea, sakolin, rajesh7827
19046 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Multitexture-terrain shader problem #456677
12/03/15 20:45
12/03/15 20:45
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
Hi there.
i`ve a probelm with the Multitexture-"shader" mtl_terraintex.
I created different Textures for the terrain using the alpha channel for the differnet textures like in the Tutorial from: Freiknechts book

But I got this blue edges between the textures.



here are the scripts and how the .tga files look like:



If you have any idea to solve this problem please let me know.
If there is an better way than using standard shaders please let me know too.

thanks in advance smile


Sebbi


3D-Gamestudio A8 - Commercial
Re: Multitexture-terrain shader problem [Re: sebbi91] #456679
12/03/15 21:18
12/03/15 21:18
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
User
Wjbender  Offline
User
W

Joined: Mar 2012
Posts: 927
cyberspace
just spitting in the wind here .(i don't know jack about these things)

I guess the brush you used , have softened/smoothly-blended edges so the parts on the edges are blending through to transparency and the shader cannot pick it up as part of the filtering because the alpha or colour values at those edges aren't "pure" , second possibility could be that antializing is causing the smooth blend at the edges , last possibility could be a bilinear filtering artifact (highly doubt it though) .

and i believe it needs to be 24 bit format.


Compulsive compiler
Re: Multitexture-terrain shader problem [Re: Wjbender] #456682
12/03/15 21:40
12/03/15 21:40
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline OP
Senior Member
sebbi91  Offline OP
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
It's 24 Bit and there is no Antialiazing i guess.
I think so just because there Hard edges.

But thank you anyway for your reply.

Last edited by sebbi91; 12/03/15 21:43.

3D-Gamestudio A8 - Commercial

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1