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...
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...