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Issue Details (XML | Word | Printable)

Key: VWR-6713
Type: New Feature New Feature
Status: Open Open
Priority: Major Major
Assignee: Unassigned
Reporter: uchi desmoulins
Votes: 297
Watchers: 72
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1. Second Life Viewer - VWR

Allow Alpha Channel of Textures to be used as a 1-bit Mask (Alpha Masking)

Created: 19/Apr/08 07:38 PM   Updated: Tuesday 12:01 AM
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Component/s: Building (in-world)
Affects Version/s: None
Fix Version/s: None

File Attachments: None
Image Attachments:

1. Alpha Sorting - Linden Trees.png
(713 kB)

2. Alpha Sorting - Typical.png
(387 kB)
Issue Links:
Relates


 Description  « Hide
Ever notice that the Linden trees have no trouble with alpha sorting? It's because the alpha channel in those textures are being treated in a 1-bit format. The z-buffer is able to utilize them. So parts of the texture are either 100% opaque, or 100% clear. (Semi-transparency is not an option.) The Second Life client has the ability to do this already built into it. There's so much potential there, but we have no way of tapping into it!

There are probably many ways to implement this, either in combination or independently. Here are two proposals:

1. On upload of 32-bit images, the user selects 1-bit or 8-bit for the alpha channel. If the texture uploaded contains grayscale values and the user selects 1-bit, there could either be an option (ie. slider) to set point at which gray values are converted to black & white (preferable) or LL could arbitrarily set this value to 50%.

2. When a texture containing an alpha channel is applied to an object, the Texture tab would contain a checkbox to treat the texture as either 1-bit alpha or 8-bit alpha. Again, as above, there could be a slider to set the point at which gray values are converted to black and white (preferable) or LL could arbitrarily set the value to 50%. This solution is the most flexible since it allows any texture with an alpha channel to be treated during content creation as either 1-bit or 8-bit alpha. Also, since objects already carry detailed texture usage information, it makes more sense for the object itself to decide how it should be rendered rather than dedicate the texture to a particular usage.

In both 1 & 2 above, if LL sets the black/white threshold arbitrarily to 50%, then it is up to the texture designer to make their textures appropriate to the application. Either way, speed of implementation is probably more important than how this is done since this feature would make such a difference in how we see things.

Come on.. RELIABLE Alpha Sorting.. to any degree.. would be awesome.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
uchi desmoulins made changes - 19/Apr/08 07:42 PM
Field Original Value New Value
Attachment Alpha Sorting - Linden Trees.png [ 16252 ]
uchi desmoulins made changes - 19/Apr/08 07:49 PM
Attachment Alpha Sorting - Typical.png [ 16253 ]
Tofu Linden made changes - 29/Apr/08 03:20 AM
Link This issue is related to by VWR-27 [ VWR-27 ]
Hypatia Callisto made changes - 25/Jul/08 12:04 AM
Link This issue Relates to VWR-812 [ VWR-812 ]
Hypatia Callisto made changes - 26/Jul/08 07:54 AM
Link This issue Relates to MISC-1400 [ MISC-1400 ]
Hypatia Callisto made changes - 26/Jul/08 07:54 AM
Link This issue is related to by MISC-1400 [ MISC-1400 ]
Hypatia Callisto made changes - 26/Jul/08 07:55 AM
Link This issue Relates to MISC-1400 [ MISC-1400 ]
Sue Linden made changes - 13/Nov/08 11:04 AM
Workflow jira-2007-12-22a [ 55099 ] jira-2008-11-14 [ 63365 ]
Sue Linden made changes - 13/Nov/08 11:23 AM
Workflow jira-2007-12-22a [ 63365 ] jira-2008-11-14 [ 69976 ]
Sue Linden made changes - 13/Nov/08 04:42 PM
Workflow jira-2008-11-14 [ 69976 ] jira-2008-11-14a [ 90679 ]
Sue Linden made changes - 13/Nov/08 05:01 PM
Workflow jira-2008-11-14 [ 90679 ] jira-2008-11-14a [ 97533 ]
Sue Linden made changes - 13/Nov/08 05:09 PM
Workflow jira-2008-11-14 [ 97533 ] jira-2008-11-14a [ 100565 ]
Sue Linden made changes - 13/Nov/08 05:21 PM
Workflow jira-2008-11-14 [ 100565 ] jira-2008-11-14a [ 104752 ]
Sue Linden made changes - 13/Nov/08 05:43 PM
Workflow jira-2008-11-14 [ 104752 ] jira-2008-11-14a [ 113127 ]
Sue Linden made changes - 13/Nov/08 06:05 PM
Workflow jira-2008-11-14 [ 113127 ] jira-2008-11-14a [ 121171 ]
Sue Linden made changes - 13/Nov/08 06:23 PM
Workflow jira-2008-11-14 [ 121171 ] jira-2008-11-14a [ 127522 ]
Sue Linden made changes - 13/Nov/08 06:47 PM
Workflow jira-2008-11-14 [ 127522 ] jira-2008-11-14a [ 136669 ]
Sue Linden made changes - 13/Nov/08 07:03 PM
Workflow jira-2008-11-14 [ 136669 ] jira-2008-11-14a [ 143090 ]
BigPapi Linden made changes - 18/Feb/09 01:20 PM
Summary Alpha Sorting with a 1-bit alpha channel. Allow Alpha Textures to be used as a Mask (Alpha Masking)
snickers snook made changes - 18/Feb/09 07:45 PM
Priority Normal [ 4 ] Major [ 3 ]
snickers snook made changes - 18/Feb/09 07:45 PM
Comment [ Due to closing of VWR-27. ]
TigroSpottystripes Katsu made changes - 05/Apr/09 07:49 PM
Summary Allow Alpha Textures to be used as a Mask (Alpha Masking) Allow 1bit texture alpha
snickers snook made changes - 05/Apr/09 08:23 PM
Description Ever notice that the Linden trees have no trouble with alpha sorting? It's because the alpha channel in those textures are being treated in a 1-bit format. The z-buffer is able to utilize them. So parts of the texture are either 100% opaque, or 100% clear. (Semi-transparency is not an option.) The Second Life client has the ability to do this already built into it. There's so much potential there, but we have no way of tapping into it!

What I propose then is that on upload you're given the option of having the texture's alpha treated in a 1-bit format. Then, magically, we have alpha textures that sort correctly! It's so easy! It would open the doors for so much more creativity and content creation.

Come on.. RELIABLE Alpha Sorting.. to any degree.. would be awesome.
Ever notice that the Linden trees have no trouble with alpha sorting? It's because the alpha channel in those textures are being treated in a 1-bit format. The z-buffer is able to utilize them. So parts of the texture are either 100% opaque, or 100% clear. (Semi-transparency is not an option.) The Second Life client has the ability to do this already built into it. There's so much potential there, but we have no way of tapping into it!

There are probably many ways to implement this, either in combination or independently. Here are two proposals:

1. On upload of 32-bit images, the user selects 1-bit or 8-bit for the alpha channel. If the texture uploaded contains grayscale values and the user selects 1-bit, there could either be an option (ie. slider) to set point at which gray values are converted to black & white (preferable) or LL could arbitrarily set this value to 50%.

2. When a texture containing an alpha channel is applied to an object, the Texture tab would contain a checkbox to treat the texture as either 1-bit alpha or 8-bit alpha. Again, as above, there could be a slider to set the point at which gray values are converted to black and white (preferable) or LL could arbitrarily set the value to 50%. This solution is the most flexible since it allows any texture with an alpha channel to be treated during content creation is either 1-bit or 8-bit alpha. Also, since objects already carry detailed texture usage information, it makes more sense for the object itself to decide how it should be rendered rather than dedicate the texture to a particular usage.

In both 1 & 2 above, if LL sets the black/white threshold arbitrarily to 50%, then it is up to the texture designer to make their textures appropriate to the application. Either way, speed of implementation is probably more important than how this is done since this feature would make such a difference in how we see things.

Come on.. RELIABLE Alpha Sorting.. to any degree.. would be awesome.
snickers snook made changes - 05/Apr/09 09:53 PM
Description Ever notice that the Linden trees have no trouble with alpha sorting? It's because the alpha channel in those textures are being treated in a 1-bit format. The z-buffer is able to utilize them. So parts of the texture are either 100% opaque, or 100% clear. (Semi-transparency is not an option.) The Second Life client has the ability to do this already built into it. There's so much potential there, but we have no way of tapping into it!

There are probably many ways to implement this, either in combination or independently. Here are two proposals:

1. On upload of 32-bit images, the user selects 1-bit or 8-bit for the alpha channel. If the texture uploaded contains grayscale values and the user selects 1-bit, there could either be an option (ie. slider) to set point at which gray values are converted to black & white (preferable) or LL could arbitrarily set this value to 50%.

2. When a texture containing an alpha channel is applied to an object, the Texture tab would contain a checkbox to treat the texture as either 1-bit alpha or 8-bit alpha. Again, as above, there could be a slider to set the point at which gray values are converted to black and white (preferable) or LL could arbitrarily set the value to 50%. This solution is the most flexible since it allows any texture with an alpha channel to be treated during content creation is either 1-bit or 8-bit alpha. Also, since objects already carry detailed texture usage information, it makes more sense for the object itself to decide how it should be rendered rather than dedicate the texture to a particular usage.

In both 1 & 2 above, if LL sets the black/white threshold arbitrarily to 50%, then it is up to the texture designer to make their textures appropriate to the application. Either way, speed of implementation is probably more important than how this is done since this feature would make such a difference in how we see things.

Come on.. RELIABLE Alpha Sorting.. to any degree.. would be awesome.
Ever notice that the Linden trees have no trouble with alpha sorting? It's because the alpha channel in those textures are being treated in a 1-bit format. The z-buffer is able to utilize them. So parts of the texture are either 100% opaque, or 100% clear. (Semi-transparency is not an option.) The Second Life client has the ability to do this already built into it. There's so much potential there, but we have no way of tapping into it!

There are probably many ways to implement this, either in combination or independently. Here are two proposals:

1. On upload of 32-bit images, the user selects 1-bit or 8-bit for the alpha channel. If the texture uploaded contains grayscale values and the user selects 1-bit, there could either be an option (ie. slider) to set point at which gray values are converted to black & white (preferable) or LL could arbitrarily set this value to 50%.

2. When a texture containing an alpha channel is applied to an object, the Texture tab would contain a checkbox to treat the texture as either 1-bit alpha or 8-bit alpha. Again, as above, there could be a slider to set the point at which gray values are converted to black and white (preferable) or LL could arbitrarily set the value to 50%. This solution is the most flexible since it allows any texture with an alpha channel to be treated during content creation as either 1-bit or 8-bit alpha. Also, since objects already carry detailed texture usage information, it makes more sense for the object itself to decide how it should be rendered rather than dedicate the texture to a particular usage.

In both 1 & 2 above, if LL sets the black/white threshold arbitrarily to 50%, then it is up to the texture designer to make their textures appropriate to the application. Either way, speed of implementation is probably more important than how this is done since this feature would make such a difference in how we see things.

Come on.. RELIABLE Alpha Sorting.. to any degree.. would be awesome.
uchi desmoulins made changes - 06/Apr/09 09:10 PM
Summary Allow 1bit texture alpha Allow Alpha Textures to be used as a Mask (Alpha Masking)
Argent Stonecutter made changes - 07/Apr/09 03:20 AM
Summary Allow Alpha Textures to be used as a Mask (Alpha Masking) Allow Alpha Channel of Textures to be used as a Mask (Alpha Masking)
Argent Stonecutter made changes - 07/Apr/09 03:20 AM
Summary Allow Alpha Channel of Textures to be used as a Mask (Alpha Masking) Allow Alpha Channel of Textures to be used as a 1-bit Mask (Alpha Masking)
uchi desmoulins made changes - 23/Jun/09 08:39 PM
Link This issue is related to by MISC-3003 [ MISC-3003 ]