Posted: 01 Jul 2008, 03:20
Hmm, since I discovered the advancement of the 32 bit bmp file (with alpha channel), I wanted to see how RV would handle them, as no one in the community has tested this (to my limited knowledge).
My first guess was that it would make all alpha pixels black, and my second guess is that it would crash the game.
First guess was proven right. Re-Volt's bmp decoder doesn't understand alpha channels on bmp files, so it just shows alpha pixels as 0 0 0. (well, it's pureblack, but that ain't the point, as that isn't what I'm looking for).
The reason 32 bit bitmaps would be a big advancement (for RV) is because you could have anti-aliasing inbetween visible and invisible, rather than the on/off disadvantage of the pureblack invisible, which results in horrible aliasing akin to the GIF format.
32 bit bitmaps really aren't supported enough. In essence, they are pretty much TGA's without the RLE compression option. Sorry to burst your bubbles guys, but this ain't happenin'.
(and if it properly worked, maybe even tinted windows and other awesomeness)
My first guess was that it would make all alpha pixels black, and my second guess is that it would crash the game.
First guess was proven right. Re-Volt's bmp decoder doesn't understand alpha channels on bmp files, so it just shows alpha pixels as 0 0 0. (well, it's pureblack, but that ain't the point, as that isn't what I'm looking for).
The reason 32 bit bitmaps would be a big advancement (for RV) is because you could have anti-aliasing inbetween visible and invisible, rather than the on/off disadvantage of the pureblack invisible, which results in horrible aliasing akin to the GIF format.
32 bit bitmaps really aren't supported enough. In essence, they are pretty much TGA's without the RLE compression option. Sorry to burst your bubbles guys, but this ain't happenin'.
(and if it properly worked, maybe even tinted windows and other awesomeness)