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Dec 6, 2013 at 17:56 comment added Nathan Reed @Grimshaw BTW, just a note, please use @-replies when responding in comment threads - that gives people a notification of your comment; without it, they have to come back to the thread and check. :)
Dec 5, 2013 at 16:27 comment added Grimshaw The alpha coming from the particle color varies as you said. I've tested all range of values for each particle's alpha and I always experienced banding anyway, just at different transparencies :p
Dec 5, 2013 at 8:43 comment added Nathan Reed @Grimshaw Yeah, I know the alpha is coming from the texture, but I assume you're also multiplying the texture alpha by a per-particle alpha so the particles can fade in and out. What I'm asking is what sort of per-particle alpha values are you applying, generally? Because the banding could result from a combination of using too small of a sprite (the sprites are only 32x32) with too low of a per-particle alpha (say, under 25% or so). If that's the case, I can explain more in an answer.
Dec 4, 2013 at 19:00 comment added Grimshaw the third image in my question is an atlas with a few textures for different particles, I am using the top-left one for the above two screenshots, which show them stacked with additive blending in a ingame demonstration. In each of the particles the color is always white, and the alpha varies from 0 to 255 depending on how opaque the texel is. I experience banding even if the sum of all stacked particles is not above(1.0,1.0,1.0,1.0). I am not using alpha test, its completely disabled. Any tips are appreciated :)
Dec 4, 2013 at 9:02 answer added Shadows In Rain timeline score: 1
Dec 4, 2013 at 7:19 comment added Nathan Reed What is the alpha of an individual particle in these images? In the second image you posted, I assume that is several (many?) particles being rendered on top of each other, each with a fairly low alpha? Also, are you using alpha-test, and if so what is the threshold set to?
Dec 4, 2013 at 3:54 comment added AttackingHobo Oh, the single particle is being rendered in the engine. Can you post the source image for the particle? That might help make it more clear.
Dec 3, 2013 at 23:27 comment added Grimshaw done.. might be hard to see it in a white background tho. :)
Dec 3, 2013 at 23:26 history edited Grimshaw CC BY-SA 3.0
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Dec 3, 2013 at 23:13 comment added Mokosha It might be better to include the particle texture in your question rather than linking to a game engine.
Dec 3, 2013 at 21:47 history tweeted twitter.com/#!/StackGameDev/status/407989520156876801
Dec 3, 2013 at 20:03 history edited Grimshaw CC BY-SA 3.0
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Dec 3, 2013 at 19:38 history asked Grimshaw CC BY-SA 3.0