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Yummsie

Problem with alpha blending?

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I'm wondering what this issue is and if there is some way I can avoid it.

Is this the alpha sorting problem I saw around google? I'm using the Black Dragon viewer.

tX7x19c.png

Edited by Yummsie

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6 answers to this question

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Yup.  It's not unique to SL.  Any environment that uses OpenGL graphics will do that.  There are many ways to minimize or avoid it.  Probably the easiest way is to use Alpha Masking instead of Alpha Blending, which you can do as long as you are not dealing with partial transparency.  If you did not create the objects, however, you will not probably have permission to modify them, so that option (and most others) will not be available to you.  In that case, all you can do is live with it.

Edited by Rolig Loon

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3 minutes ago, Rolig Loon said:

Yup.  It's not unique to SL.  Any environment that uses OpenGL graphics will do that.  There are many ways to minimize or avoid it.  Probably the easiest way is to use Alpha Masking instead of Alpha Blending, which you can do as long as you are not dealing with partial transparency.  If you did not create the objects, however, you will not probably have permission to modify them, so that option (and most others) will not be available to you.  In that case, all you can do is live with it.

Alright. Thanks for your reply. :)

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On 1/29/2018 at 9:25 PM, Rolig Loon said:

Yup.  It's not unique to SL.  Any environment that uses OpenGL graphics will do that.  There are many ways to minimize or avoid it.  Probably the easiest way is to use Alpha Masking instead of Alpha Blending, which you can do as long as you are not dealing with partial transparency.  If you did not create the objects, however, you will not probably have permission to modify them, so that option (and most others) will not be available to you.  In that case, all you can do is live with it.

Hello, can you tell about hard way?

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There is no real hard way. Setting it to Alpha Masking is already THE way to go. Note tho that not every texture is made for Alpha Masking so they might not look good, you'll have to adjust the masking cutoff value until you get something that looks decent, textures made to use masking look much better though but sadly that's not an option unless you are the one making the textures.

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Posted (edited)
3 hours ago, KennyChidorie said:

Hello, can you tell about hard way?

The two best bits of advice:

To the extent that you can, avoid texturing objects with 32-bit textures unless you really need to have transparency. A disturbing number of objects in SL have textures that contain an alpha channel, but should have been 24-bit textures instead.  Even if there are no transparent areas in a texture, it will cause an "alpha glitch" when there's another 32-bit texture in front of it.

If you can't avoid using 32-bit textures, at least plan environments where they are not likely to be in front of each other. 

Edited by Rolig Loon

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1 hour ago, NiranV Dean said:

There is no real hard way. Setting it to Alpha Masking is already THE way to go. Note tho that not every texture is made for Alpha Masking so they might not look good, you'll have to adjust the masking cutoff value until you get something that looks decent, textures made to use masking look much better though but sadly that's not an option unless you are the one making the textures.

When i work with Black Dragon viewer i use alpha masking+alpha blending

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