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DXT3 Aplha Transparency Issue

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40
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canada
Hi,

I'm having a problem with a texture. The objects behind it appear transparent. If I remove the mask and use a simple DXT1 alpha channel, the problem goes away. The only thing is is that it does not look very good. The image shimmers with or without mipmaps.

Also, what I have done is created the plane, textured it, cloned it and flipped normals. If I use DS_XXX.bmp in the material editor in GMAX, I get the same transparency issue.

Any ideas? Please see attached pic.

Thanks,

Adam

EDIT: I just talked to a friend that does scenery design and he said that it might have something to do with the drawing order if the bgl contains multiple objects. My bgl has only the fence polygon in it.
 

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Hi Adam,

Your friend was almost right, it is the drawing order of the polygons within your single object. As you already found out using DXT1 textures is the simple solution, as they don't have this problem. For them it seems the scenery engine does some extra work to correct the problem automatically.

Unfortunately this is not the case for DXT3 textures, so if using DXT1 textures is not option for you, you will probably have to manually control the drawing order. Which means ASM code tweaking :D. You need to make sure that the parts behind the transparant texture are drawn before the transparant texture (polygon) itself.
 
Hi Arno,

Yeah, sadly I can't live with the DXT1. It just looks too shitty. I don't suppose if I sent you my asm files, you'd be willing to take a look at them?
I hate to ask, but I really have no idea how to order this properly.

Thanks!

Adam
 
Hi Adam,

It really depends on how complex your object is :). If the transparant part is only one well defined material, then it should not be that hard for me to fix it in the AMS code. But if the object is much more complex, then I would probably take too much time.

I can have a quick look, if you email me the ASM files and tell me which material/texture is the transparant one.
 
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