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[R16 (and older)] Alpha channel oddity dèjà vu
Posted: Thu Feb 07, 2008 23:47
by KeksDose
I
finally downloaded a SVN version of GZDoom. Nice and all with all the new features

But after I tested something, I was horribly terrified and scared:
Downgrading to latest official release fixes this problem.
Posted: Thu Feb 14, 2008 12:21
by Graf Zahl
So, you tested something. May I test it myself to see what exactly goes wrong?
Posted: Thu Feb 14, 2008 14:52
by KeksDose
Of course. But I noticed that this kind of alpha channel weirdness only happens with A_FadeOut on a somehow. I've included two actors which are just an alpha channeled blob, one fades out, one doesn't (Alpha and AlphaFade). Then I did some more testing, and setting the alpha without using A_FadeOut makes it not bug up.
[Edit]
It seems that those are those render styles again

Setting RenderStyle Translucent and a certain alpha value bugs it up again.
Posted: Thu Feb 14, 2008 15:37
by Graf Zahl
I'll take a look.
Posted: Thu Feb 14, 2008 16:06
by Graf Zahl
fixed
Posted: Thu Feb 14, 2008 16:39
by KeksDose
\:D/