Windows / Delphi / Version 3
When I implemented an opacity setting in my editor for models I noticed weird jumps where the opacity changes. At 4 points from 0 to 1 alpha the opacity changes in a big chunk. In order to test out that I didnt just made some stupid mistakes I took the Cube demo from the framework and changed it to this :
Here is a recording of the effect. You can see the alpha value on top increasing smoothly.
I directly changed the float color values but it also happens when I convert an Intcolor with floatcolor ()
When I implemented an opacity setting in my editor for models I noticed weird jumps where the opacity changes. At 4 points from 0 to 1 alpha the opacity changes in a big chunk. In order to test out that I didnt just made some stupid mistakes I took the Cube demo from the framework and changed it to this :
Code:
if FTextured then
begin
LMaterial.AmbientColor := FloatColorRGB($00404040);
LMaterial.AlbedoColor.Red := 1;
LMaterial.AlbedoColor.Green := 1;
LMaterial.AlbedoColor.Blue := 1;
LMaterial.AlbedoColor.Alpha := FAlpha;
end
else
begin
LMaterial.AmbientColor := FloatColorRGB($004000);
LMaterial.AlbedoColor.Red := 0.5;
LMaterial.AlbedoColor.Green := 0.3;
LMaterial.AlbedoColor.Blue := 0.0;
LMaterial.AlbedoColor.Alpha := FAlpha;
end;
I directly changed the float color values but it also happens when I convert an Intcolor with floatcolor ()



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