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OPACITY ON VRML


radioVOY
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  • 4 months later...
He is refering to alpha channels. He wants to use tree textures with alphas or 'transparent color'. I don't know if VRML 1 or 2 supports that.

 

 

I know what he mean by opacity, but I was just wasn't sure what he wants to do ... because opacity can be achieve by many means in VRML.

 

eg. The material opacity on object can be selected per face or per object basis and make however "transparent" you want.

 

OR , if he wants to do alpha-channeling textures, then VRML supports both GIF transparency (1 bit, ugly pixel edge with no anti-aliasing) AND the PNG FULL 8 bit alpha channel transparency (that's 256 level of shade of alpha or "feathering")

 

A tip : use PNG transparency. I have tested it extensively and it seems it works FASTER (surprisingly) then GIF transparency. In one experiment I put millions of those textures to gauge the difference performance and that's just my finding. It also gives the nicest result. Mind you, I mostly use Cosmo player for my VRML stuff, so I am not sure how Cortona or Blaxxun would have similar performance gain. To be honest, I think the difference is really negilible if you have just one or two alpha channel texture used in the scene.

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