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  #1  
Old 10-14-2009, 09:55 PM
DustyPorViva DustyPorViva is offline
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Treat gani as one object when blending

Ganis should be treated as one individual sprite when they are being blended. Right now if you set the alpha you end up with each sprite having its own alpha value and it looks horrible.
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Old 10-26-2009, 07:43 PM
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This is quite complex. Basicly all objects that use overlapping polygons mess up a little bit when using alpha. The only solution for that is to use the depth- or stencil buffer in OpenGL or DirectX although that is not a trivial task. I don't think that this can be fixed quickly.
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Old 10-26-2009, 07:45 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Stefan View Post
This is quite complex. Basicly all objects that use overlapping polygons mess up a little bit when using alpha. The only solution for that is to use the depth- or stencil buffer in OpenGL or DirectX although that is not a trivial task. I don't think that this can be fixed quickly.
Well, I don't think quickly is a problem since it most likely would be released with v6, no? I wasn't expecting that to be released any time soon, so that is of no problem to me!
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