Jump to content
  • Advertisement
Sign in to follow this  

z buffer innacuracy? [solved..]

This topic is 3627 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

http://i35.tinypic.com/2cr1yr8.png im rendering the sprite, then the semi-transparent plane behind the sprite. As you can see, the texture has an ugly transparent border around it. It seems to http://i34.tinypic.com/1e6rly.png that is another problem. Not the fact that the white gets drawn over the transparent tree, that's been fixed. i mean that transparent horizontal line above the sprite. I think its getting doing a similar transparent border for a different sprite positioned above that one on the sprite sheet im using for the sprite object, and its somehow carrying over on there. any ideas? (edit: as for the topic title, i assumed it might also be a z buffer inaccuracy) (edit 2) Phew. Well, I got it. for some reason, the alpha blend flag on sprite-> begin doesnt work as advertised. So you need to enable alpha testing in the render states prior to sprite->begin, and filter all alpha values below whatever you set as the alpha in the color argument to drawsprite. [Edited by - sqpat on August 10, 2008 1:46:12 AM]

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!