Please login or register.

Login with username, password and session length
Advanced search  

News:

IRC channel - server: waelisch.de  channel: #wme (read more)

Author Topic: Antialiasing problem  (Read 5201 times)

0 Members and 1 Guest are viewing this topic.

SANNOI

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 22
  • mmmmm...
    • View Profile
    • ModelArt Software
Antialiasing problem
« on: April 21, 2003, 03:31:46 AM »

Hi everybody!

I'm having some problems with the TGA Alpha. I've create the tga images with alpha channel in Phtoshop and it's ok. But when I run my game the contours of the main actor appears white. I see the actor file and the property "Shadowable" is false (I've thinked that the engine could have interpreted that the image is a BMP). It seems like when the engine didn't support the TGA's files and the property "Shadowable" was true. I post an image of my problem:



Can anybody help me, please?

Thank you,

SANNOI
Logged

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
Re:Antialiasing problem
« Reply #1 on: April 21, 2003, 08:01:44 AM »

Could you post one of those TGA files, please?
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave

SANNOI

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 22
  • mmmmm...
    • View Profile
    • ModelArt Software
Re:Antialiasing problem
« Reply #2 on: April 21, 2003, 01:07:17 PM »

Yes, here it's one of this TGA:

http://usuarios.lycos.es/modelart/ss/guy_1.tga

Thanks,

SANNOI
Logged

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
Re:Antialiasing problem
« Reply #3 on: April 21, 2003, 04:18:15 PM »

Hi, I think the problem is when the actor is scaled, the edges get blended with the background (it's the default behaviour no matter whether there's an alpha channel or not). Now, because the alpha doesn't have "sharp" edges, some of the white pixels around Guybrush get blended as well, thus resulting in the white graphical artefacts. I see too possible solutions: 1) fill the white space with some dark color (black or dark shadow) or 2) make the alpha channel with sharp edges (i.e. leave the antialiasing to the engine).
Note that all of this only applies to scalable objects.

Well, that's how I see it, maybe some artist will correct me...?
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave
 

Page created in 0.114 seconds with 23 queries.