Ryleena Bedrosian
Registered User
Join date: 19 Jul 2008
Posts: 2
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01-28-2009 02:46
Well....i didnt found a good answer til now, so i thought i just will write a nice thread. I builded a little house...with windows, that are integrated in the texture....well...as the house has 4 sides, i have the problem that from some directions the textures begin to shine through...or from time to time the walls seems to disappear so to say.... I began to ask myself whether it has something to do with the way i save the textures. I use the format png and 32-bit... as i read this is the right way to do it , if you want to make transparent thingies.... :// Perhaps someone has a solution for little Ryleena , that nobody has to see her naked while taking a shower.  PP Kisses yours Ryleena ^______^
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
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01-28-2009 03:19
I think seeing you naked while you take a shower is more preferable than giving you a solution to your problem.
however, on a more serious note, this is a alpha sorting glitch. check/search for this in this forum, many many answers and solutions provided.
all walls with no windows should be only 24bit, non-transparent, that will help a lot.
unless you really have to save prims, having the wall built around a 'window' is preferable than having a window as part of the wall.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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01-28-2009 06:18
No, little Ryleena will not be seen naked while taking a shower because of this glitch. It only affects the 32-bit textures on that line of sight, and her skin is a 24-bit texture. Her prim hair might on occasion show through, but not her body.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
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01-28-2009 06:23
No this is actually standard for all videogames, period. There is no way to render 2 transparent textures at the same time. You would think there was a way, but no. This is the same for the most expensive video card as well as the cheapest. This is just how rendered realtime works.
With that said, good designers, or people with some training in graphic arts know this. And will always stagger alpha maps and solid maps. There is really nothing else you can do.
EDIT TO POSTER: Actually most skins are 32 bit with alpha maps as well. You would get no facial definition or eyelashes if it was a solid image.
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Eli Schlegal
Registered User
Join date: 20 Nov 2007
Posts: 2,387
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01-28-2009 06:31
Could you give me the name of the sim? I might need to stop by to...er... um collect additional data... 
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Ryleena Bedrosian
Registered User
Join date: 19 Jul 2008
Posts: 2
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Thank you : )))
01-28-2009 07:31
Eeeeps, nothing i can do? Oh my cute godness v.v, how unfluffy .... *has to buy a lot of towels to glue them on the walls*
But thank you so much for your answers : ))) At least now i know, what limits i have - concerning my windows.. >.>''
A very nice forum that you get the answers that fast. ^____^v
Have an amazing day everyone!!! *hugz* ^_____^
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Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
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01-28-2009 10:21
From: someone No this is actually standard for all videogames, period. There is no way to render 2 transparent textures at the same time. You would think there was a way, but no. This is the same for the most expensive video card as well as the cheapest. This is just how rendered realtime works.
Rendering with alpha BLENDING is hard (but it doesn't have to be as bad as SL does it), rendering with alphas that don't need to be blended is not. The problem with SL is that every 32 bit texture is treated as having to be blended, even if it just needs to be sorted i.e. completely opaque, or stencil alpha. 1 bit alphas can be sorted in the zbuffer as no blending tests need to be done. LL already does this on their trees and ground cover. If they allowed users to access this feature builders could easily make windows and doors and not have to worry about how bad the viewer is going to blend it with 32 bit textures. The limitation is that 1 bit alphas are either on or off (it's a bit after all), so you wouldn't get anti-aliased alpha blends. Windlight does seem to have issues with the 1bit alphas of the LL flora, but to my eye that looks like a sort order issue.
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