problems with png texture maps and alpha

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Nadia, some stuff I add :

I read way long ago Traci having problems with their project (Chaosmoon, I think) main characters. They could not set for them alpha maps for the hair, so they had to waste a lot of polies for making it...I think if possible, is much more optimal alpha maps, but something she did mention about the engine messed the z-buffer.I'm not a coder, so I don't understand these words.

Also, one thing to note that many people don't know : Adobe Photoshop 7.0 has a ...bug... that makes the export of TGA have no alpha channel support! I guess is not your case.

7.01 is the one to use. There's a free patch at Adobe.com.

(oh, and GIMP for Windows does export the alpha channel in TGA files perfectly, I tested)

Besides, PNG does not really have alpha channel... It has what is called transparency info. Is not actually the same, but I suppose Blitz3d can use both formats for alpha maps.

The compression in PNG is loss-less , not like jpg. Is more a zip like compression, more than image quality based like jpg...So, I am ignorant in this of code, but I don't know how it could mess it...But maybe it is so.

I was curious some long ago if blitz3d supported double renderable alpha mapped tris(for a leaf, or grass, etc), and I am afraid the answer was no or something like that...