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Partially transparent texture makes whole sculpty semi-transparent?


Marccus Ludwig
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The texture has an alpha channel. And this channel interacts differently with glow, full bright, and having the gpu get confused over which alpha is actually in front of the other.

This is a common graphic issue in SL and other platforms. Some games have this same issue as well.

 

The trick in developing with alpha is to know where to use it, and when not to.

Typically using alpha image in front of a solid background will work.

So for example, to create a wall with one part shiny and another part with a normal matted look. You will have a background prim that has shine on. And your alpha image just above it.

However if you turn on glow, it will show past the matted part making an odd appearance. Useful for some looks but not others.

But the point is the solid shiny under-layer prim will block other alpha images behind it. Making your wall appear normal at the cost of 2 prims.



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The texture has an alpha channel. And this channel interacts differently with glow, full bright, and having the gpu get confused over which alpha is actually in front of the other.

This is a common graphic issue in SL and other platforms. Some games have this same issue as well.

 

The trick in developing with alpha is to know where to use it, and when not to.

Typically using alpha image in front of a solid background will work.

So for example, to create a wall with one part shiny and another part with a normal matted look. You will have a background prim that has shine on. And your alpha image just above it.

However if you turn on glow, it will show past the matted part making an odd appearance. Useful for some looks but not others.

But the point is the solid shiny under-layer prim will block other alpha images behind it. Making your wall appear normal at the cost of 2 prims.



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