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Hurr, apparently it doesn't do alpha values which makes it somewhat less useful. The only 'fix' I can think of for that is a dirty hack which assigns the alpha value based on the brightness of each pixel, such that black -> full alpha and bright white = no alpha.

Or something. I can't believe it doesn't do alpha! >:(

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You don't really need alpha for particles such as explosions etc. A simple additive blend (just on colour value) is really all that is required. So the explosions being on a black background makes them perfect.

I've quickly tested out the explosions in a little XNA app and they look really good [smile]

Once again, thanks for the link,
ViLiO

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Quote:
Original post by ViLiO
You don't really need alpha for particles such as explosions etc. A simple additive blend (just on colour value) is really all that is required. So the explosions being on a black background makes them perfect.

Heh, I'll have to remember that. Whenever I try to get alpha stuff working, it takes me hours of scribbling in my notes and ranting on IRC to figure out how to get the effect I want. Hurr.

I've become overly dependant on colorkeys :P

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