0
votes
1answer
70 views

Correct GL settings to mix 2D and 3D rendering

I'm programming a 3D game engine with 2D GUI. The GUI objects have partially transparent textures and the transparency works more or less. The sky color is rendered in transparent areas of the ...
2
votes
3answers
102 views

Order of render with transparency opengl

I tried to render using different render configurations (GL_BLEND_FUNC()) but I couldn't get the back object to render in certain angles. The first screenshot here shows one angle where the back ...
1
vote
1answer
231 views

Rendering a image with some transparency has removed all black pixels and makes full texture transparent

I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
2
votes
0answers
62 views

Transparency behaviour on PowerVR

I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
4
votes
1answer
344 views

How do games deal with Z-sorting partially transparent foliage textures?

I was busy implementing basic transparency in a prototype I'm working on when something occurred to me. In order for a given texture's transparency to work as expected, the (semi-)transparent texture ...
1
vote
2answers
430 views

Tile-based game with DirectX - issues with transparency and StretchRect

In my current project I have a class which loads a map file and then it should load all associated tilesets (no transparent tiles - I used to work with magenta as a colorkey) and precreate a surface ...
9
votes
2answers
974 views

Why are some games using some dithering pattern instead of traditional alpha for transparency?

Recently, I have seen some 3D games (eg: GTA IV) to use some kind of ordered dithering to simulate transparency / alpha. The polygons are not transparent as usual, but instead render a dithering ...
5
votes
2answers
1k views

What is the order-less rendering technique that allows partial transparency?

I've seen somewhere rendering technique that allows order-less rendering of partially transparent sprites/objects. Though I can't remember what the technique is called, so I'm having trouble Googling ...
1
vote
1answer
425 views

Lost transparency in SDL surfaces drawn manually

I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have ...
5
votes
2answers
275 views

Mobile 3D engine renders alpha as full-object transparency

I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality ...
3
votes
1answer
392 views

What are some effective methods for implementing downsampled transparency?

It seems that some games have managed to implement downsampled transparency, and presumably gained a significant performance boost. (Examples: Uncharted 2, Crysis 2) A while back I attempted to ...
10
votes
2answers
16k views

How Do I Do Alpha Transparency Properly In XNA 4.0?

Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites ...