White outlines around trees
by Weston Elliott · in Torque Game Engine Advanced · 04/22/2009 (4:56 pm) · 3 replies
I am having an issue with the Sticks and Twigs pack trees. Whenever I put a tree into a fresh install of TGEA 1.8.1 the tree seems to have a white outline around every limb when looking up into it toward the sky. Also, the palm trees have black rectangles around every leaf. How might I solve these two issues?


#2
new Material(your _texture_name)
{
mapTo = "your _texture_name";
basetex[0] = "your _texture_name";
// bumptex[0] = "your _texture_name_nm";
emissive[0] = false;
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = false; // Don't want invisible things to write
alphaRef = 192;
};
04/22/2009 (6:11 pm)
Wouldn't you want LerpAlpha instead of none? As well, you should play around with alphaRef - The default is 20, which is way too low. But 255 will make everything look blocky.new Material(your _texture_name)
{
mapTo = "your _texture_name";
basetex[0] = "your _texture_name";
// bumptex[0] = "your _texture_name_nm";
emissive[0] = false;
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = false; // Don't want invisible things to write
alphaRef = 192;
};
#3
I might have turned BlendOp off for a reason too, but can't remember right now. Just put it back on with Zwrite true and everything seems fine.
And yeah, alphaRef 192 is much nicer.
04/22/2009 (6:36 pm)
I found ZWrite off causes issues with textures not displaying correctly in order of visible distance - things as the back of an object displayed in front of other transparent parts at the front. It looks bad and gives me motion sickness.I might have turned BlendOp off for a reason too, but can't remember right now. Just put it back on with Zwrite true and everything seems fine.
And yeah, alphaRef 192 is much nicer.
Associate Steve Acaster
[YorkshireRifles.com]
Alpha channel issue, maybe doesn't have one. Are teh textures listed on a material.cs with transparency values?
If you have the material file soted then try this - if the file is png format try erasing the black area (obviously only do this on a backup of the texture - don't mess with the original).
white outline around every limb when looking up into it toward the sky
I think that's the sky colour showing as a border on the alpha channel of a texture. Like this? It may be something to do with transparency sorting in the model itself. Have a good read about alpha channel and Z buffer in the TGEA docs.
To be honest I'm not fully comprehending all of the Z buffer sorting stuff or how to do it correctly or whether there ever was a fix for this transparency issue with TGEA.
edit
Try this.
new Material(your _texture_name) { mapTo = "your _texture_name"; basetex[0] = "your _texture_name"; // bumptex[0] = "your _texture_name_nm"; emissive[0] = false; translucent = true; translucentBlendOp = none; translucentZWrite = true; alphaRef = 255; };