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gamedev:textureproperties:transparency [2012/11/30 22:18] – created dragonlord | gamedev:textureproperties:transparency [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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+ | {{tag> | ||
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
- | ====== | + | ====== |
- | |Texture Property Name|transparency| | + | |
+ | Defines the full or masked | ||
|Excepted Data Source|1 component image| | |Excepted Data Source|1 component image| | ||
|Data Range|0 to 1| | |Data Range|0 to 1| | ||
|Default Value|1| | |Default Value|1| | ||
- | |Graphic | + | |Affected Modules|Graphic| |
- | |Physics Module|No effect| | + | |Linked Properties|[[gamedev: |
- | |Audio Module|No effect| | + | |
- | ====== | + | ====== |
- | The **transparency** texture property defines the degree of transparency of a material. Transparent materials allow to see through with varying strength. This texture property defines either a fully transparent material or a masked material (or holed material). Use the **[[gamedev: | + | The **transparency** texture property defines the degree of transparency of a material. Transparent materials allow to see through with varying strength. This texture property defines either a fully transparent material or a masked material (or holed material). Use the **[[gamedev: |
Fully transparent materials are required for semi-transparent objects like dark glass or for example a colored glass window. In this case a pixel covered by the material requires a blending operation between the pixel behind the object and the pixel on the object itself. This produces realistic and nice looking transparent objects but is in general more demanding on the hardware than rendering a fully opaque object. This kind of material should only be used if a correct transparent look is important for an object. In all other cases it is better to use masked transparency instead. | Fully transparent materials are required for semi-transparent objects like dark glass or for example a colored glass window. In this case a pixel covered by the material requires a blending operation between the pixel behind the object and the pixel on the object itself. This produces realistic and nice looking transparent objects but is in general more demanding on the hardware than rendering a fully opaque object. This kind of material should only be used if a correct transparent look is important for an object. In all other cases it is better to use masked transparency instead. | ||
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The default value for this texture property is 1 hence fully opaque no matter if fully transparent or masked transparent. | The default value for this texture property is 1 hence fully opaque no matter if fully transparent or masked transparent. | ||
- | |||
- | ====== Physics Module ====== | ||
- | This texture property does not effect Physics Modules. | ||
- | |||
- | ====== Audio Module ====== | ||
- | This texture property does not effect Audio Modules. | ||
====== Examples ====== | ====== Examples ====== | ||
- | ( TODO: example image ) | + | |
+ | <WRAP center 100%> | ||
+ | <WRAP center box 420px> | ||
+ | {{ :gamedev: | ||
+ | <WRAP centeralign> | ||
+ | </ | ||
+ | </ |