AdamAtomic
04-24-2005, 03:31 AM
After reading around on various boards for a couple hours this afternoon it sounds like i'm taking the right approach - 32-bit .tga files. However, it is noted almost everywhere that displaying those alphas "doesn't really work" in Wings. I am wondering if this is because of something simple, like a line or two of missing OpenGL init code?
When I get the OpenGL info dump in wings it says I have 0 alpha bits, which I'm assuming is causing the problem? I have my desktop set to 32-bit display, but the GL dump says "R: 8, G: 8, B: 8, A: 0" (which seems incorrect - where's my 8 alpha bits?). If I change my desktop to 16-bit it says "R: 5, G:6, R: 5, A: 0" (which is correct). So for all intents and purposes Wings3D is only running in 24-bit mode when the desktop is at 32, which I'm assuming is why my .tga files are not rendering properly. Anyways, here is some system info:
Wings3D Version: 0.98.29b
OpenGL Version: 1.5.3
Video Card: nVidia FX 5900 Ultra 256mb
Video Driver Version: 71.89
OS: Windows XP Pro SP2
System Memory: 512mb
Processor: AMD XP class (32-bit)
Maybe Wings3D system-checking code is wonky or something? I'm not sure why it's saying it can't use the extra 8 bits for the alpha channel when my desktop is at 32-bit and the card is clearly able to handle it? Thanks ahead of time if someone is able to figure out what's going on here. My hunch is that alpha blending is getting locked into a funny mode manually after the renderer is set up, but it could be more complicated than that.
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04-24-2005, 03:31 AM
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