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DarkBASIC Professional Discussion / PNG transparency on object

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randi
23
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Joined: 27th Aug 2002
Location: United States
Posted: 23rd Jun 2003 04:12
OK... I was using patch 4.0 and had no problems with transparency.
But, I was having trouble with speed.
I had thought patch 4.1 was just for ATI users.
Once I found out it had other fixes I installed it.
Matter of fact I did it just now. I know I am late.

Ok...
The speed kicked in. It fixed my speed problem perfectly.
The problem now is my transparency with PNG and really all image types.
It seems to be the problem with the fixing of the blurring of images.
Now that they fixed that, I need it.
My PNG files look so pixelated.
Not grainy, they just look like a print in a newspaper or something.
I have tried other stuff to get rid of it but with no success.
How can I fix this?

Randi
medwayman
23
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Location: uk
Posted: 23rd Jun 2003 04:43
Are you setting the texture flag to 1?
Load image “whatever.png”,image number,texture flag
I didn’t realise this until I saw a thread a few weeks ago.

Hope this is what you’re on about.

Asteroids name: Snaggletooth
randi
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Posted: 23rd Jun 2003 06:43 Edited at: 23rd Jun 2003 06:44
Tried that.
I set it to 0,1,2,3, everything.
I even tried 'set object texture' and it had no effect.
I knew about that before patch 4.1, that is how you stopped it.
But I think with 4.1, the ',1' is by default.
Which not what I want.
I need back like it was.

Randi
medwayman
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Posted: 23rd Jun 2003 07:32
That’s odd, I’m using 4.1 and I have to set it to 1 else the image is blurred
Anyway, sorry I couldn’t help.

Asteroids name: Snaggletooth
Bulleyes
23
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Location: Cyberjaya, Malaysia
Posted: 23rd Jun 2003 07:39
What the texture flag 1 means? Is it something to do with the texture filtering settings?

What is the default settings BTW. I always load texture with texture object without any flag set, i.e. default flag.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
randi
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Posted: 23rd Jun 2003 08:29
Maybe you are right.
This is from the 4.1 page.
"LOAD IMAGE when using the additional parameter for pixel perfect images now works with alpha and has no mipmaps"

All I know, is before I installed 4.1 my PNG files, with transparency looked great.
Now they look like a photo out of the newspaper.
You know when you look at a photo from the newspaper, it is made out of big and small dots.
That's what my transparency part looks like, instead of smooth.

Randi
Shadow Robert
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Location: Hertfordshire, England
Posted: 23rd Jun 2003 09:28
i would've thought the style your going for in your game that would actually add atmosphere.

it maybe a problem with the Fullscreen-Desktop mode, to be perfectly honest i dunno why its still set as the default for DBP projects (i've changed it as it is horrible) but it could attribute for the loss of blur you thought was there before.
I'm pretty sure they thought about a fixx for the obscene bluring that it caused on higher resolution desktops...

I pride myself that i don't kill...
well not without a good reason
spooky
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Location: United Kingdom
Posted: 23rd Jun 2003 16:43
I think you will find problem is with running in 16bit mode. It has been broken since P4.1 Run in 32 bit mode any everything looks lovely.

Gronda, Gronda
randi
23
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Posted: 24th Jun 2003 06:12
You are very right Sonic, it worked.
Now the problem is that it kills my frame rate.


I am not going to worry about it now.
But thanks for clearing that up for me.

Randi
Shadow Robert
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Location: Hertfordshire, England
Posted: 24th Jun 2003 08:15
Alot of DB titles run alot slower for me than they should... again cause of FullScreen-Desktop.

people think they're saveing speed running a game at 640x480 on the desktop fullscreen on something like 1024x768, and that might be true ... but some of us run between 1280x960-1600x1200 on thier systems, and DB will start to slug at those Res's even on the more powerful cards (no doubt because of the pixel stretching routine)

I pride myself that i don't kill...
well not without a good reason
The Wendigo
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Location: A hole near the base of a tree in the US
Posted: 24th Jun 2003 13:00
Quote: "You are very right Sonic, it worked.
Now the problem is that it kills my frame rate."


my theory on this is that it APPEARS to kill your framerate. There are at least two reasons i can think of as to why desktop mode runs faster: first off, it does not support VSYNC. Try your game in Desktop and then Fullscreenmode; in each, turn the camera in different directions quickly. You will notice that in desktop mode, there is "screen shearing" and that the fullscreen mode seems more fluid (albiet slow). Fullscreen automatically VSYNCs the moniter (waits until it finishes a frame before drawing the next). Another major reason is that windows is a threaded system which causes programs to redraw at different times depending on presidence. In fullscreen mode, the screen is drawn every loop, but in desktop, i think that a few cycles go along in the game before it redraws, thus, speeding up games speed. The best way around this: check my next post!

PS - I explain alot as if I were talkiing to a novice, but I know that might not be the case. I'm sorry if my explinations might have sounded belittling as they were meant only for filling in holes. I hate it when people talk over my head and don't explain the little things is why I talk like this (this PS is to everyone cuz i will continue to talk this way

Current Projects: Game Spawn 85%, mini BSP maker 50%, Height Mapper with many features 75%, Space Tactical (Like BC300AD) 15%.
The Wendigo
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Posted: 24th Jun 2003 13:09 Edited at: 24th Jun 2003 13:11
First off, a simple correction if you still want to run in desktop mode is to set your desktop resolution to 24 bit or higher.... failing that, here's a quick way to syncronize your framerate in Fullscreen exclusive mode.



what that does is takes finds the time since the last frame and puts it in Frametime. to syncronize your game, simply multiply all movement, turnrates, and anything else like that by Frametime. You might be able to improve processor speed slightly by removing the "/1000", but be warned: Watch out for fast moving objects! Here's an example of how to move an object:

Original:


Syncronized:


That easy!

IMPORTANT TIP: this is not just effective for screen refresh but also is a VERY effective way of syncronizing multiplayer LAN or Internet games WITHOUT locking framerates or adjusting speed factors and delays!

Current Projects: Game Spawn 85%, mini BSP maker 50%, Height Mapper with many features 75%, Space Tactical (Like BC300AD) 15%.
Shadow Robert
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Location: Hertfordshire, England
Posted: 24th Jun 2003 13:29
Wendingo this would be true for a good few cards & older DirectX, however DirectX9 & GeForce Cards running on Detonator4/FX drivers run in Layered Hardware Mode ... which means that no matter what the setup you have Fullscreen/Windowed/DesktopFullscreen, DirectX will treat this as a seperate layer and as such not applicatable to the standard rules given to Windows when dealing with DirectX Layers.

In essenence it is actually taking advantage of Windows98/Me/2000/XP's MultiEnvironment routines (which not many programs do and i feel it is a shame because it is probably one of the most advanced features of the WindowsOS)
So in desktop/windowed mode the program will be running the desktop + the program layer, this is why when they crash you can close the window and it won't leave a mark until the system refreshed to catch up because the layers are different.

This also has alot to do with the freshing of the screen sync ... which is why it is a good idea to use FastSync instead of Sync in come cases

I pride myself that i don't kill...
well not without a good reason
The Wendigo
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Posted: 26th Jun 2003 14:44
Quote: "...however DirectX9 & GeForce Cards running on Detonator4/FX drivers run in Layered Hardware Mode ... which means that no matter what the setup you have Fullscreen/Windowed/DesktopFullscreen, DirectX will treat this as a seperate layer and as such not applicatable to the standard rules given to Windows when dealing with DirectX Layers."


yeah, maybe. Honestly I wouldn't know too much about that as I havn't really looked into dx9 or how the GeForce cards work (call me lazy), but in my experience (owner of Dx9 and a GeForce 4) it still speeds things up tremendously and syncronizes. You could actually be quite right, however, because I can't remember if I upgraded my Detonater deely or not. (my computer likes to kill itself weekly so I never know what's running what as I'm constantly reinstalling hardware it seems), but dx9 is a for sure.

Interresting info though... think I'll look into it and see if I can find some new optimization tricks! (hehehehe...... I enjoy optimizing stuff like fat orange cats like to druel)

oh and im not too sure about fastsync. Doesn't seem to be much more effective than sync to me, but I don't normally flood my polycounts so it might not matter.

Current Projects: Game Spawn 85%, mini BSP maker 50%, Height Mapper with many features 75%, Space Tactical (Like BC300AD) 15%.
spooky
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Posted: 26th Jun 2003 15:37 Edited at: 26th Jun 2003 15:39
You will also be glad to hear that Lee has fixed the 16bit problem in U5, so you can go back from using 32bit if you so wish.

This is what he says:

Quote: "U5 fixes this problem by not dithering the image down. The pattern is the result of a forced dithering operation that did not quite work out for us.
"


Don't do drugs kids. There is a time and place for everything. It's called college.

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