[Not a bug] Partial transparency in 32-bit PNG sprites is not working

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Partial transparency in 32-bit PNG sprites is not working

Postby Jenny Dondlesere » 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:
Jenny Dondlesere
 

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

Postby 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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

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

Postby 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 allExpand view
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.
Gez
 
 
 
Joined: 06 Jul 2007


Return to Closed Bugs

Who is online

Users browsing this forum: No registered users and 3 guests