Alpha: Difference between revisions
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255 is completely visable. | 255 is completely visable. | ||
[[Alpha Channel]]s are also included inside of textures. A classic graphic format that supports [[ | [[Alpha Channel]]s are also included inside of textures. A classic graphic format that supports [[alpha channel]]s is the Targa Graphics Format ([[tga]]). | ||
[[Alpha | [[Alpha channel]]s will let you specify individual opacity values for each pixel. | ||
An example of where [[alpha | An example of where [[alpha channel]]s are used can be found in the Combine Forcefields. | ||
Even though parts of the forcefields are visable, other parts are not. That is because the [[alpha channel]] is hiding certain parts of the texture. | Even though parts of the forcefields are visable, other parts are not. That is because the [[alpha channel]] is hiding certain parts of the texture. |
Revision as of 06:29, 15 July 2005
Alpha is an Integer variable that is often included as the "fourth" number in a RGB color format. Alpha is an opacity rating from 0 - 255. Smaller alpha numbers make objects appear more faded whereas larger numbers make objects appear more visable.
0 is completely invisible. 255 is completely visable.
Alpha Channels are also included inside of textures. A classic graphic format that supports alpha channels is the Targa Graphics Format (tga).
Alpha channels will let you specify individual opacity values for each pixel.
An example of where alpha channels are used can be found in the Combine Forcefields.
Even though parts of the forcefields are visable, other parts are not. That is because the alpha channel is hiding certain parts of the texture.