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  Alpha masked textures, how ? (newbie)  (Read 585 times)
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Offline cascade

Junior Member




Java games rock!


« Posted 2004-03-31 10:37:10 »

Hi,

I am just trying to convert the terrin/skybox demo from JCD to allow a semi-transparent ground layer intersecting the terrain at a given height level to indicate water.

Can I load textures (using the standard getTexture func) containing predefined alpha values like in a png image file (e.g. from gimp) ? When I do so I get black opaque pixels for all transparent pixels.

What image formats next to "RGB" can be used ? ARGB, RGBA, BGR, ABGR ?

thanks Smiley
Offline Bombadil

Senior Member





« Reply #1 - Posted 2004-03-31 10:59:23 »

Quote
Can I load textures (using the standard getTexture func) containing predefined alpha values like in a png image file (e.g. from gimp) ?

Yes, it also loads PNGs in RGBA format (that is 24 bpp RGB plus 8 bpp alpha layer in one PNG file).

Quote
When I do so I get black opaque pixels for all transparent pixels.

You need to enable transparency for the Shape3D using the RGBA texture. For example
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Appearance ape = <your Shape3D's appearance object>
..
TransparencyAttributes tranat = new TransparencyAttributes();
tranat.setTransparencyMode(TransparencyAttributes.BLENDED);
ape.setTransparencyAttributes(tranat);


Quote
What image formats next to "RGB" can be used ? ARGB, RGBA, BGR, ABGR ?

It happily works with RGB and RGBA. Both directly loaded from a PNG file.
If other formats are possible I don't know.
Offline cascade

Junior Member




Java games rock!


« Reply #2 - Posted 2004-03-31 11:33:47 »

wooooorks, thanks a lot Smiley

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