Homey Khan
Registered User
Join date: 14 Feb 2004
Posts: 29
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07-19-2004 12:42
i have a problem where for example i put a tga texture on a wall, behind the wall there is a stair well with a tga that has transparent areas. for some odd reason, if i look at the wall at angles other than straight on, i can see the texture of the railing behind it. ,
when I make rooms, i usually have two walls typically dove tailed together to seem the outercorner, what happens is, it looks as if one wall is spearing thru the other, as if it was making some part of the texture invisible.
should this be happening? i think since 1.4.5 i've noticed this more of recent.
any work around at least? please tell me this is not a feature, that its a bug.
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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07-19-2004 13:31
It's more a limitation of the way realtime rendering engines have to calculate transparancies. There are currently some problems with alpha textures, introduced in 1.4.0, but I believe what you're seeing is due to intersecting alphas. If you can design your objects so that prims with alpha textures line up rather than intersect, your builds won't do what you're describing.
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Homey Khan
Registered User
Join date: 14 Feb 2004
Posts: 29
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07-22-2004 17:34
if you mean, say for example, that the textures are paralle to eachother, yes they are. if you mean something else please explain, thanks 
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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07-22-2004 17:48
If your textures have no transparent places then it is best if you save them as 24bit TGAs. The extra 8 bits of a 32bit TGA is the transparency or alpha. The mere presence of this layer will make Second Life treat the texture as if it does have transparent parts. Textures with transparent parts get treated differently and are subject to the artifacting as Catherine describes.
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Homey Khan
Registered User
Join date: 14 Feb 2004
Posts: 29
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07-22-2004 18:07
that makes a lot of sense. thanks, now if we can just spread the word 
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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09-20-2004 15:53
Oh. Wow. Ok, yes, that did fix the problem I was having and also did make a good deal of sense. Cool. I too will have to mention this to everyone, thanks!
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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09-20-2004 23:33
From: someone Originally posted by Catherine Omega It's more a limitation of the way realtime rendering engines have to calculate transparancies. There are currently some problems with alpha textures, introduced in 1.4.0, but I believe what you're seeing is due to intersecting alphas. If you can design your objects so that prims with alpha textures line up rather than intersect, your builds won't do what you're describing. Introduced in 1.4? You sure it wasn't already in existence in 1.2? I could have SWORN I saw textures bleeding in 1.2!
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</sarcasm>
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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09-20-2004 23:51
Heh, probably. The bug I was thinking of there about is this issue with multiple alphas flickering visible/invisible as the camera changes position. I think it has to do with that "zoom in and textures dissolve" "feature". (or whatever that is.) I have a couple objects I can use to show you in-world. It's pretty annoying.
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