[HGE] Random texture flip rendering artifacts (RESOLVED)
Posted: Thu Feb 18, 2010 4:15 am
Hello again. I have another problem that I'm trying to work out with Magic Particles/HGE engine.
For background information, I am working on a project that uses the HGE engine and Magic Particles to handle special effects. My current issue is that certain effects that I did seemed to render fine in the Magic Particles render window, but when placed in the engine, began to give artifacting around the edges of the texture. This seems to only occur with particle types that employ random texture flipping of any sort.
When random texture flipping is turned off the effect renders perfectly but sometimes I would like to use texture flipping to achieve certain visual effects.
I have tried to save the emitter in API format using Save As...(API) manually as well just in case, but it failed to work either: the rendering artifacts still occur.
A screenshot of what I'm talking about (with blurred main character):
(The edges of the textures have some weird artifacts. Like they are being overlaid with other textures or having less alpha than they should.)
For now, I am working around this by basically just using two identical textures except that one is flipped and bringing them in as two separate textures. However this wastes resources and I was hoping that there might have been something that I overlooked.
I would again appreciate any help that anyone can provide on resolving this matter.
As before, I am still on Magic Particles 1.61 (Dev) using the older version of the wrapper (The programmers are choosing to stick with this for now as we are already rushing and cannot afford the time to fix any compatibility issues that might occur if we do decide to switch to the latest version).
For background information, I am working on a project that uses the HGE engine and Magic Particles to handle special effects. My current issue is that certain effects that I did seemed to render fine in the Magic Particles render window, but when placed in the engine, began to give artifacting around the edges of the texture. This seems to only occur with particle types that employ random texture flipping of any sort.
When random texture flipping is turned off the effect renders perfectly but sometimes I would like to use texture flipping to achieve certain visual effects.
I have tried to save the emitter in API format using Save As...(API) manually as well just in case, but it failed to work either: the rendering artifacts still occur.
A screenshot of what I'm talking about (with blurred main character):
(The edges of the textures have some weird artifacts. Like they are being overlaid with other textures or having less alpha than they should.)
For now, I am working around this by basically just using two identical textures except that one is flipped and bringing them in as two separate textures. However this wastes resources and I was hoping that there might have been something that I overlooked.
I would again appreciate any help that anyone can provide on resolving this matter.
As before, I am still on Magic Particles 1.61 (Dev) using the older version of the wrapper (The programmers are choosing to stick with this for now as we are already rushing and cannot afford the time to fix any compatibility issues that might occur if we do decide to switch to the latest version).