Sprites with alpha masks?
by Vern Jensen · in Torque Game Builder · 06/20/2006 (7:10 pm) · 2 replies
I'm wondering if TGB supports images with alpha masks. That is, rather than all pixels of the image either being drawn 100% or not drawn at all, the alpha mask has various shades of gray that indicate the percentage of *each pixel* in the image. Whie means it's not drawn at all, black means it's drawn at full opacity, and each value inbetween is a different translucency level.
And yes, I know Torque currently supports drawing the *entire sprite* using a given drawing mode (source blend, dest blend, etc.) But what I'm talking about is loading an alpha mask that specifies on a per-pixel basis the translucency for that pixel. That way, you can have smooth edges that fade away gradually, or other nice effects.
Is this supported by TGB?
-Vern
And yes, I know Torque currently supports drawing the *entire sprite* using a given drawing mode (source blend, dest blend, etc.) But what I'm talking about is loading an alpha mask that specifies on a per-pixel basis the translucency for that pixel. That way, you can have smooth edges that fade away gradually, or other nice effects.
Is this supported by TGB?
-Vern
#2
If any Torque developers are reading this, you might want to mention in one of the tutorials that PNG supports alpha masks. I'm sure I read about this long ago, but it got buried the dark crevices of my mind... and I'm probably not the only one who needs a little reminder about the PNG format. :-)
06/20/2006 (10:20 pm)
Sweet! The more I use Torque, the cooler it seems to get. :-)If any Torque developers are reading this, you might want to mention in one of the tutorials that PNG supports alpha masks. I'm sure I read about this long ago, but it got buried the dark crevices of my mind... and I'm probably not the only one who needs a little reminder about the PNG format. :-)
Torque Owner J. Alan Atherton