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Questions tagged [alpha]

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When I browsed the files in Insaniquarium, I found these images: The first image "smallswim.gif" is sprite animation The second image "smallswim_.gif" is (I think) alpha map So ...
M 027's user avatar
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In Diablo and similar games, when the player is behind an object from the point of view of the camera, the object will (partially) become transparent or disappears. For example, in the picture below (...
Amarth Gûl's user avatar
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EDIT: I have tried opening the shader in an empty project to test if there were some strange settings in the project, but it is the same issue. I am creating a power bar which wipes from left to right....
anothershrubery's user avatar
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I have this bit of shader code to orient SV_target writing depending on alpha value for SV_Target0 : color0 = (input.a == 1)? float4(some value) : float4(0,0,0,0); for SV_Target1 : color1 = (input.a ...
philB's user avatar
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I keep getting this exception:Resource not found: testdata/alphamap.png when trying to use Slick in my program. How can I resolve this error?
Vern Evens's user avatar
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1 answer
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I have some black and white, and some grayscale textures, that are loading in unity as turquoise and white textures. What is causing this and how can I fix this? Also, can somebody verify that I am ...
hatinacat2000's user avatar
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I am trying to render a DXGI_FORMAT_A8_UNORM texture (precisely, a font bitmap) in multiple colors by specifying the color per vertex and then apply the alpha value ...
user2361925's user avatar
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1 answer
96 views

I noticed that Godot changes the alpha of the LineEdit text when editable = false. I want the alpha to stay 1. What I'm trying to do here is let the user input a name and then when they press enter it ...
Mick's user avatar
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2 answers
1k views

Given the first release of a game is named "Alpha", and another is named "Beta", it would be logical that the release following this one is named "Gamma". This this the case?
Anonymous lol's user avatar
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My small team is approaching initial closed alpha for testing, however that has brought up the question of whether it is a good idea to host our official game instances from my home office or not. I'...
Ahddib's user avatar
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1 answer
537 views

I'm trying to fade textures onto the screen using SDL2. I've tried some different methods I've looked up, but I always encounter the same problem. It seems that the fading takes longer and longer as ...
Eyesight Technology's user avatar
3 votes
0 answers
465 views

I want to change the color of my libGDX BitmapFont, but it can't change it. The font is generated with Hiero v5 (Lastest as I Know) but the color of the font doesn't change. Here is the example code, ...
user2963359's user avatar
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1 answer
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I'm trying to create a shader in Unity with a slider that can adjust the transparency. (This is the first step toward something more sophisticated.) I try to do this by setting the alpha of the ...
AaronF's user avatar
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I'm writing a 3D game using Unity 2017.1.0b1. I have a disabled Camera that takes a "snapshot" of the current scene and stores it in a RenderTexture when a button is clicked. I then display the ...
Nathan Friend's user avatar
2 votes
2 answers
2k views

I'm having some transparency issues when rendering billboards in modern OpenGL. I've created two billboard sprites, each one with alpha transparency, just for testing. When I render two sprites ...
Daniel_1985's user avatar
7 votes
1 answer
15k views

I have uploaded my APK, and filled in data in every field which was required... but using Googles new MAnage releases tab, I am unable to press the final button to roll it out to alpha. Its not ...
pingu2k4's user avatar
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I am working with a third party model and need to change the specular map. The model material is using the spec map's alpha channel information. I have opened the spec map in Photoshop and if I go to ...
FrontEnd's user avatar
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I've been trying to create a white-screen fade effect for my libgdx game. When I run the following code with fadeOut = false, nothing happens (white-screen does ...
Eric's user avatar
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My game has a zoom function. There is a man in a spaceship, we can see the interior of the room room from side on as the outside is totally transparent. When I zoom out I want the outside of the ...
SBLux's user avatar
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6 votes
3 answers
1k views

I've seen tilesets of the game Braid, and for each tileset in the main folder there is an alpha map for it in "alpha" folder. I wonder, why just not to draw your image as it is (with transparent ...
MrKnyaz's user avatar
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1 answer
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I'm trying to make a isometric game. I want to make it so that when the player goes behind a wall, the wall's alpha goes down. How do I go about doing this? I have this code that I made, but I don't ...
Mustaqim Hassan Cheong's user avatar
3 votes
0 answers
188 views

I am developing a bitmap font renderer for a 2D game using SDL 2. (If it matters, I'm using Debian 8 "jessie".) I had planned on storing the glyphs as a grayscale image, translating gray levels to ...
Damian Yerrick's user avatar
1 vote
1 answer
5k views

Before the official public release or publishing the first prototype game, I learned about alpha and beta testing in order to gain feedback and fixes needed to improve or correct the game's system. I ...
David Dimalanta's user avatar
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2 answers
10k views

I have 4 buttons and they each flash when the button is pressed. However if you were to press a button, then while the button is darker (flashing) click another one, that button then stays dark. I ...
mr-matt's user avatar
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1 vote
1 answer
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I have read an article about texture splatting that says: Because the alphamap only has to be in a single channel of a texture, we can pack up to four alphamaps into a single texture – one in red, ...
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1 vote
2 answers
387 views

Having "n" number of overlaying channels (bitmaps in the same place, layers etc.) how to calculate required alpha for each of them, so they "hide" background completely? Each layer can have equal ...
madneon's user avatar
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2 votes
0 answers
119 views

I am asking this question way in advance of my progress, but I am still curious and would like if to know in case I ever make it this far. So I'll phrase this hypothetically in the future. The game I ...
Evorlor's user avatar
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3 votes
1 answer
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I am building a 2D game using sprites. I'd like to use the z-buffer to aid with shading. For that I need Unity to write only opaque pixels to the z-buffer (aka depth buffer). In Unity, sprites are ...
noio's user avatar
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1 answer
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I can get the pixel array like this: int[] pixels = image.getRGB(0, 0, width, height, null, 0, width); But it ignores the alpha channel, I only get the rgb (I'm ...
LPeter1997's user avatar
1 vote
1 answer
244 views

I am new on OpenGl and what I want to achieve is to give a texture the alpha from 1.0 to 0.0 I have been searching and only found "how to load alpha in images" but I cant find how to apply alpha to ...
D4rWiNS's user avatar
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1 answer
552 views

I have a problem with the alpha of my game, maybe it is solved in another post but as I am new in OpenGl and Game developemnt I dont understand most of the vocabulary and cant find a solution. The ...
D4rWiNS's user avatar
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4 votes
0 answers
392 views

Sorry if the question is stupid but I am very new to opengl. I render on a target a scene with a couple of object on a background that is nothing more than the clear colour (which is 0.0,0.0,0.0,0.0)...
fayeWilly's user avatar
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1 answer
416 views

I'm trying to get some particles to work properly - they should blend among themselves but not with the background color. For this I'm using additive blending, textures with premultipled alpha and set ...
user40079's user avatar
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0 votes
1 answer
192 views

This code loads a picture into the game: ...
Fab's user avatar
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1 vote
1 answer
7k views

There have been a few questions similar to this but none seem to give a straight answer. If I am creating a Bitmap from a .png image and want to set a color (i.e. true pink) to transparent, the color ...
A13X's user avatar
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1 answer
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I am continuing my previous question( link ). Now its working as per this demo. and the coding written to set cutoff is here : ...
zanky's user avatar
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1 answer
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Good morning GDSE, I am loading a TGA using loadTGA function found in superbible 4th edition source code. Here is how the image looks in Gimp You can see I have enabled alpha channel in Gimp, I ...
2am's user avatar
  • 323
3 votes
2 answers
479 views

Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of ...
cubrman's user avatar
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-1 votes
1 answer
857 views

I know I can take a color and multiply it by a float to reduce its alpha like that: Color color = Color.Green * 0.15f; But how do I return the color's alpha to ...
Ofir's user avatar
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3 votes
1 answer
766 views

I'm working on a GUI library for my game, and I'm having problems with my blending. I have a 3D scene, which I render with glDrawArrays. In the fragment shader the alpha color is hardcoded 1.0f (...
Basaa's user avatar
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3 votes
1 answer
1k views

I have been working through Riemers ShadowMap tutorial and everything was going well until the section on drawing to a separate rendertarget. I am using a different model and quads but I assumed the ...
Ben Meier's user avatar
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0 answers
164 views

Using OpenGL1.1 (sadly) I'm trying to draw a cube, which is colored and alpha blended. It is instead showing up as opaque black. Even without including alpha in the color it still shows up as opaque ...
Khlorghaal's user avatar
4 votes
2 answers
7k views

Is this possible? To load textures in non-premultiplied format (Straight alpha?)? My game has 1 or 2 images which have semi-transparent pixels and I need to be able to fade them in and out but this ...
BungleBonce's user avatar
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4 votes
2 answers
461 views

I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at ...
Roman's user avatar
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0 votes
1 answer
660 views

I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than ...
MazK's user avatar
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3 votes
1 answer
947 views

I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values. Is there an easy/standard way to have it ...
default's user avatar
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-1 votes
1 answer
221 views

When I use the draw method inside a image, it completely ingores the alpha channel and fills it in with white. Is there a way I can draw it where the alpha is see through like it's suppost to be? I ...
LiquidFeline's user avatar
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4 votes
3 answers
21k views

I'm having a strange issue that I cannot seem to remedy. I am doing some prototyping with Pygame on a desktop running windows and a laptop running OS X. Both are running python v2.7.3 (installed via ...
Nathan Chowning's user avatar
28 votes
2 answers
26k views

Recently, I have seen some 3D games (eg: GTA IV) to use some kind of ordered dithering to simulate transparency / alpha. The polygons are not transparent as ...
tigrou's user avatar
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