full png alpha support for model skins

Moderator: Graf Zahl

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Alex-bomber_Man
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full png alpha support for model skins

Post by Alex-bomber_Man »

is it really to make a normall alpha support for png and tga skins? As for me i need it for muzzle flashes for weapon models.. *???*
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Nash
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Post by Nash »

Torr, if you read this, i Hope that this is something that you'd consider. I know it's not easy, but a lot of models in JDoom make use of smooth alpha textures and you know how wrong they look when brought into ZDoom. :D
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Torr Samaho
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Post by Torr Samaho »

As I mentioned earlier, full alpha support requires depth sorting of the triangles. At least at the moment I can't be bothered to write an algorithm for this from scratch, because it's like reinventing the wheel. Countless implementations already have to exist. If somebody can point me to a ready to use C++ implementation, I'll have a look at it.
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Alex-bomber_Man
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Post by Alex-bomber_Man »

I don't know where to take jdoom's source' but you may use Vavoom sourceport algorithm for that, it's source is open, and it's written on C++

vavoom-engine.com

:)
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Torr Samaho
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Post by Torr Samaho »

Well, Vavoom is GPLed, so I can't use any code from it directly.

Nevertheless, I had a quick look at it and couldn't find any type of depth sorting. Are you sure that Vavoom uses depth sorting?
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Graf Zahl
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Post by Graf Zahl »

Vavoom claims to be GPL but the license is highly dubious. There's so much code in there that has been improperly relicensed that it's impossible to tell what was originally under a different license. In addition it slapped the GPL onto Raven code - making it all one big mess.
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Alex-bomber_Man
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Post by Alex-bomber_Man »

And what is for Risen 3D sourcecode? May be this algorythm could be taken from there? I may find a link to it

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