Instead of going from red straight to transparent, it will go slowly from red to GREEN, then become transparent all of a sudden. Notice how the alpha channel of the latter is 0 that means the game shouldn't care that there's green in there, as the pixel is simply transparent. For example, let's say I have a solid red pixel (255, 0, 0, 255) that fades to a transparent green pixel (0, 255, 0, 0). Rather, any "color" that's stored in the RGB channels of transparent pixels will be used during the transition. After a few more tests, this has shown not to be the case. The program I used to generate these textures happens to make every transparent pixel black (which is what most image editing software does), which at first made me think that the game would always use black as the color it transitioned towards before becoming transparent. Since many items have had their shape changed in the updated textures, many pixels that were transparent in an old texture are now "present" in the new texture, and vice-versa. As such, the effect described here became very apparent, which was what led me to uncover that bug in the first place. The example resource pack provided below (and shown above) is one I created to make a comparison between the old and new vanilla textures, which takes advantage of texture animations to cycle the textures every few seconds. Once it is over, the correct color will, again, appear all of a sudden.Īlthough this bug has no effect on the vanilla game, since no textures use interpolation and transparent pixels simultaneously, resource packs using both these features on the same texture should not encounter this issue. having a pixel that starts transparent and becomes opaque in the next frame, they'll appear completely transparent until the transition is over. ![]() When fading FROM transparent pixels, i.e.Once the transition is over, those pixels instantly change from that color to transparent, which creates a very jarring effect. having a pixel that starts opaque and becomes transparent in the next frame, during the interpolation they will fade to whatever the RGB values for the pixels are, ignoring the alpha channel (the game just behaves as if the pixel was fully opaque). ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |