alpha blending
Posted: Mon Jan 12, 2009 11:47 am
(note: im not using gskit or any other. im using my gs lib)
ok, im trying to do alpha blending on the ps2 by loading a background image and draw it, then i load a texture and draw it as a flat textured sprite.
i want to enable alpha blending so i set PRIM->ABE = 1;
i also want to enale the alpha pix in my texture so i can have trasnparent TEX0->TCC = 1;
my question it. it it a crime to have Alpha=0xff for a pixel in my 32 bit image? because my image color is overflowing when i have have my sprite color set to RGBA(0x80, 0x80, 0x80, 0x80) which is normal. it looks fine when i set it to: RGBA(0x80, 0x80, 0x80, 0x40).
so i tried re-export my image with all Alpha pixel set to 0x80 instead of 0xff.
when i retried it, it look perfect. i set the sprite color to: RGBA(0x80, 0x80, 0x80, 0x80) and it was solid. then i set it to RGBA(0x80, 0x80, 0x80, 0x40) and it was half trasnparent.
so, when doing alpha blendin on textures. is it a crime to have Alpha in each pixel set to 0xff.
ok, im trying to do alpha blending on the ps2 by loading a background image and draw it, then i load a texture and draw it as a flat textured sprite.
i want to enable alpha blending so i set PRIM->ABE = 1;
i also want to enale the alpha pix in my texture so i can have trasnparent TEX0->TCC = 1;
my question it. it it a crime to have Alpha=0xff for a pixel in my 32 bit image? because my image color is overflowing when i have have my sprite color set to RGBA(0x80, 0x80, 0x80, 0x80) which is normal. it looks fine when i set it to: RGBA(0x80, 0x80, 0x80, 0x40).
so i tried re-export my image with all Alpha pixel set to 0x80 instead of 0xff.
when i retried it, it look perfect. i set the sprite color to: RGBA(0x80, 0x80, 0x80, 0x80) and it was solid. then i set it to RGBA(0x80, 0x80, 0x80, 0x40) and it was half trasnparent.
so, when doing alpha blendin on textures. is it a crime to have Alpha in each pixel set to 0xff.