RenderWorld tweening alpha problem
Blitz3D Forums/Blitz3D Programming/RenderWorld tweening alpha problem
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I've got my game setup to run like this at the moment: Timer=CreateTimer(60) While GameLogic WaitTimer(Timer) RenderWorld 0.5 WaitTimer(Timer) RenderWorld 1 Wend Basically so the logic will run 30 times a second, but the user will see 60 frames a second. It runs fine for the most part - except entities with their alpha value set to something not 1. When RenderWorld 0.5 runs all the objects that are supposed to be semi-transparent or invisible will be drawn at full opacity. This happens for meshes and sprites. It runs fine if I put both RenderWorlds at 1, which leads me to believe this might be a bug. Has anyone experienced something like this before? |
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I've heard of this problem before a good few times. I can't remember though if anyone resolved it... |
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Yep encountered that problem too. Don't remember there being a solution, I just stop using tweening. Sorry I wasn't more help. |