Alpha problem

Blitz3D Forums/Blitz3D Programming/Alpha problem

nawi(Posted 2006) [#1]
I load my level with LoadMesh, and it has fences which are supposed to have transparent parts like in, well, fences.

So I put "TextureFilter "fence",1+4+8", and it works partly. The transparency on the fence works but only when you are very close to the fence, like few "feet" only. From longer distances the whole fence is invisible.




Ross C(Posted 2006) [#2]
It could be the mipmapping, if your using any, or it could be it's too small to see. A running example would be cool :o)


GfK(Posted 2006) [#3]
In the thread title you say this is an alpha problem, yet you're using texture flag 4 (masking)???

As RossC said, you need to:

A) Post a screenshot that better exhibits the problem (I can't tell what anything is supposed to be in the one above).
B) Post some code.
C) Post a demo that shows the problem.


John J.(Posted 2006) [#4]
Sometimes I get this problem also. To fix it, force alpha-blending on the object, like this:
EntityFX fenceEntity, 16+32 ;16=Show backfaces  32=Force alpha-blending

Alpha-blended materials seem to work better with mip-mapping than masked materials do.


t3K|Mac(Posted 2006) [#5]
looks like mipmapping. turn this off for your fence and it will work.


nawi(Posted 2006) [#6]
Thanks, EntityFX fixed it