Author Topic: Opacity difference for static tiles  (Read 1356 times)

froggy77

  • Full Member
  • ***
  • Posts: 128
    • View Profile
Opacity difference for static tiles
« on: December 10, 2014, 01:25:47 am »
Hello,

There is a small bug on tiles whose colors have an alpha channel (for example, on the semi-transparent tiles).
"Solarus Quest Editor" (map or tileset) complies with the transparency of the image editor (Gimp), but in-game it's a little more opaque.
By cons, if we pass this tile in "dynamic tile", it is OK.
So the problem is on static tiles of any layer (low, intermediate or high).

To test, just add a dark color and a little transparent tile in the tileset (example: opacity 30 with Gimp), take the white for the background in the tileset options,
than during the mapping, take the static tile and make another which is converted to dynamic tile.
In the game, we can see the difference in color. The static tile is darker.
I use Solarus Engine v1.3.

froggy77

  • Full Member
  • ***
  • Posts: 128
    • View Profile
Re: Opacity difference for static tiles
« Reply #1 on: February 11, 2015, 07:56:07 pm »
It works with black (#000000) and replacing the opacity of 30 % to 31.4 %.
There is probably a difference in the 'behavior' between dynamic and static tiles.

Christopho

  • Administrator
  • Hero Member
  • *****
  • Posts: 1172
    • View Profile
Re: Opacity difference for static tiles
« Reply #2 on: February 11, 2015, 08:04:47 pm »
Static tiles are pre-drawn on an intermediate surface, this should explain the difference with dynamic tiles.
Do you also have the problem when you run the game with the command-line option -video-acceleration=no?