OpenGL, portals, and the alpha channel

Discuss all aspects of editing for ZDoom.
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

OpenGL, portals, and the alpha channel

Postby SuperCrazyMan » Sat Jul 21, 2012 2:15 pm

I'm trying to use two layers of scrolling clouds going at different speeds and directions in a skybox using portals. I'd like to be able to use my cloud textures at full opacity, since I already have the alpha channels all set up for the clouds and is already very transparent to begin with. Unfortunately, when using portals, the alpha property seems to act like more of a threshold for how much of the image is shown, and flattens the existing image into not having any alpha, only solid or transparent. How can I fix this?


This is what it looks like in-game (with opacity of 128):

Image


And this is what it's supposed to look like:

Image
SuperCrazyMan
 
Joined: 03 Mar 2012

Re: OpenGL, portals, and the alpha channel

Postby Mr.Rocket » Sun Jul 22, 2012 2:14 am

Hi,

I can't say that I'v recently looked into the newest editing features in gzdoom.
The past few years I'v been creating textures for the doom3 engine and it has a key ref in it's material scripts called AlphaTest which basically allows you to control how much alpha transparency you may want in your texture image even if the image doesn't contain an alpha channel, however if it does contain an alpha channel then the AlphaTest key word will over ride the image alpha blend and display the image as a transparent solid, something like the first image you showed above, removing the beautiful blending which you want it to look like.

That said, and I may be wrong about this, but perhaps your texture script is over riding the image alpha information?
User avatar
Mr.Rocket
 
Joined: 26 Dec 2005


Return to Editing

Who is online

Users browsing this forum: Jimmy, Uboa and 5 guests