I have a problem at transparency when use point emiter and sprite renderer:
You can see black region around my texture. In my opinion, one pixel only have alpha value at 0 or 1
And this is my texture:
and ptf file:
https://dl.dropboxusercontent.com/u/68570706/light_flower.ptf
ninth
May 26, 2013, 7:47pm
2
Similar issue has been discussed several times try to look on the forum
For example:
Hi,
When I create a particle effect that is orthgonal to the camera it looks like there’s only 1 bit transparency (top). When I move around the camera the effect immediately disappears (bottom).
[image]
self.reset()
self.setPos(0.000, 0.000, 0.000)
self.setHpr(0.000, 0.000, 0.000)
self.setScale(1.000, 1.000, 1.000)
p0 = Particles.Particles('particles-1')
# Particles parameters
p0.setFactory("PointParticleFactory")
p0.setRenderer("SpriteParticleRenderer")
p0.setEmitter("LineEmitter")
p0.setPoo…
The problem I’m having is that the transparent parts of the particles are covering the other models. Instead of being able to see other models through the transparent parts, you’re seeing all the way to the background of the display region. In 3D models, I’ve solved this by using ’ alpha { binary }’. I’m using the steam particle system that exists in the samples.
If I’m not being clear, let me know - hopefully this image will help illustrate what’s happening. The left wall extends further, the…
i try to make a multi texture sample with Particle Panel (Panda/samples/particles/Run Particle Panel) but have a problem with transperent …
with 1 texture all thing is fine
[image]
but with 2 texture, have some problem with transperent and border of texture.
[image]
I try all All Alpha Mode variable but nothing new.
Any body help me.
This is image source (http://facebookbanca.googlecode.com/svn/trunk/src/imgSources.rar )
all image create with RGB mode
rdb
May 26, 2013, 10:41pm
3
In your case, I would advise actually disabling the normal transparency mode and using a ColorBlendAttrib set to MAdd, this should give perfect alpha blending for your situation. (You may need to adjust setColorScale down in order to attenuate the contribution of the colours.)
You may need to disable depth write on the particles as well and put them in the ‘fixed’ bin to control their render order.