Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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03-28-2006 19:28
Steps to reproduce the bug: Open/create a particle script and change the PSYS_PART_START_ALPHA to 0 and PSYS_PART_END_ALPHA to 1.
Observed results: The particles don't fade in but act like PSYS_PART_START_ALPHA and PSYS_PART_END_ALPHA are both 1.
Expected results: PSYS_PART_START_ALPHA should work!
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Azurei Ash
The Sticky!
Join date: 12 Jan 2006
Posts: 38
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03-29-2006 00:24
Hmmm, you know I had thought you must be just not setting the flags properly (you need PSYS_PART_INTERP_COLOR_MASK) or that maybe you had used integers instead of floats (0 does not work as a float, 0.0 does), but I could not distinguish particle systems set up by these two scripts: default { state_entry() { llParticleSystem([PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_PART_START_ALPHA, 0.0, PSYS_PART_END_ALPHA, 1.0]); } }
default { state_entry() { llParticleSystem([PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 1.0]); } }
So it seems, as you said.
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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03-29-2006 00:34
Alpha only works from more visible to less visible (i.e. start 1 -> end 0 or start 0.5 -> end 0.3)
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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03-29-2006 02:43
Well that's half-assed. There's no reason it shouldn't work both ways FULLY. Still a bug.
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