Partial transparency in 32-bit PNG sprites is not working

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Expand view Topic review: Partial transparency in 32-bit PNG sprites is not working

Re: Partial transparency in 32-bit PNG sprites is not workin

by Gez » Tue Sep 11, 2012 3:57 pm

For the static objects like the lamps and pots, you can work around that by having the shadow/illumination as a separate actor, with its own render style, spawned by the lamp/pot/whatever.

Code: Select all

Spawn:
   ITEM A 0
   ITEM A -1 A_SpawnItemEx("shadow", blah blah parameters)
   Stop
For moving actors like monsters, it's probably not worth the hassle.

Re: Partial transparency in 32-bit PNG sprites is not workin

by Graf Zahl » Tue Sep 11, 2012 3:52 pm

Software does not support this feature and probably never will.
In GL it should work but your screenshot looks like some stuff gets clipped away by floor and ceiling.

Partial transparency in 32-bit PNG sprites is not working

by Guest » Tue Sep 11, 2012 6:00 am

I'm using a 32-bit PNG with partial transparency as a sprite. In software mode, it displays the partially transparent pixels as fully solid. In GL mode, they're invisible.

The PNGs themselves:

Image
Image


Software mode screenshot:
Spoiler:

GL mode screenshot:
Spoiler:

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