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Alpha texture problems

Potala Ling
Registered User
Join date: 16 Apr 2007
Posts: 5
05-21-2007 10:57
Hello,

I’m having problems when I apply a texture with alpha in big surfaces. As you can see on the attachment. In one side I have a texture where I did an alpha channel for put some transparency on the windows only. (I used Photoshop and saved as .TGA). In that case in some angle we can see thru the wall where shouldn´t be transparent.

In the other side I have the same texture but without the alpha channel for the windows and then you can see that looks solid.

So does anyone know how may I solve this problem? (If there is a solution)


thanks,
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-21-2007 12:21
That is a classic discription of the Alpha Sorting glitch. About the only thing that I have found that helps a little is to add a non-alpha texture between the large alpha textures. For example, a corner post or a pillar between each wall section, textured with a non-alpha, 24-bit texture. It can also help to make sure the edges where the prims meet do NOT have alpha textures on the edges. Use a plain 24-bit texture for the 'unseen' edges and it helps keep the alpha areas apart. But with any of these, you'll still see the glitch, some times, if you end up with two alpha-textured planes in the same line of sight.

The only complete solution is not to use alpha textures this way. Slice the texture up into non-alpha wall sections and an alpha window and frame. Use multiple prims intead of just one, and use the alpha texture only on the prims that need to be windows. Takes more prims and textures, but it solves it.
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