Not drawing fully transparent

Member
Posts: 469
Joined: 2002.10
Post: #1
when I draw a textured poly that has fully transparent parts I get dithering. Am I doing something wrong or is there no way to get fully transparent textures?
[Image: polkadotproblem.jpg] Sad

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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ghettotek
Unregistered
 
Post: #2
can we see what code youre using?
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #3
Make sure the color channels of the transparent parts match the color channels of the surrounding opaque parts.

What's causing those dots? They must be in your texture...
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Member
Posts: 469
Joined: 2002.10
Post: #4
as far as I know, the dots are dithering.

for generating the texture here's my code:
Code:
[debugImage lockFocus];
            [[[[NSColor whiteColor] colorWithAlphaComponent:0.0] colorUsingColorSpaceName:NSDeviceRGBColorSpace] set];
            NSRectFill(NSMakeRect(0,0,size.width,size.height));
            [debugImage unlockFocus];
...
[debugImage lockFocus];
                    [[text_view layoutManager] drawGlyphsForGlyphRange:NSMakeRange(0,1)
                                                                atPoint:NSMakePoint(image_offset.x,
                                                                                    image_offset.y +
                                                                                    [aFont boundingRectForFont].origin.y)];
                        
                    [debugImage unlockFocus];

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #5
Are you drawing to a 32-bit texture and rendering to a 16-bit screen on a Rage 128?
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Member
Posts: 469
Joined: 2002.10
Post: #6
yes.

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #7
LOL Grin I didn't expect to be right Rolleyes

The Rage 128's dithering is appalling. Try matching your texture depth to your screen depth.
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Tycho
Unregistered
 
Post: #8
I don't have my Rage 128 anymore, but it always seemed that dithering looked WAY better in OS 9 than it did in OS X. In OS 9 it seemed to be using a sort of random diffuse dither while OS X used a sort of pattern based dithering if you know what I mean.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #9
Yuck, I guess I never noticed that on my family's G4, but then again I haven't really ever played openGL games under OSX.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Member
Posts: 469
Joined: 2002.10
Post: #10
My issue is: should ALL pixels with 0.0 alpha be transparent? guh... I need a new mac.

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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