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bug (old?): particle start alpha doesn't work

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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!
Azurei Ash
The Sticky!
Join date: 12 Jan 2006
Posts: 38
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:

CODE

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]);
}
}


CODE

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.
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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
03-29-2006 02:43
Well that's half-assed. There's no reason it shouldn't work both ways FULLY. Still a bug.