Question about Colors on textures

Flux

Regular
How many bits would a transparent red,blue,green image and a transparent black image use?

Can you scale the transparency?

Can you (on a PS3,Xbox360 or Wii) make a layered RGB image with a black image and transparency layer in between them(not tranparent)?

It should look like this...

Red -->Transparency layer-->Black layer-->non transparent product image R
Blue-->Transparency layer-->Black layer -->non transparent product image B
Green->Transparency layer-->Black layer->non transparent product image G

R+B+G--->final image

The transparency can be scaled with 100%(letting all the black layer be shown=black) up to 0%(=white RGB at no transparency).

Cool idea or is it broken or ancient?
 
Cool idea or is it broken or ancient?
Most of your post made no sense to me whatsoever. Sorry.:cry:

The transparency can be scaled with 100%(letting all the black layer be shown=black) up to 0%(=white RGB at no transparency).
I think you need to go read up on the "alpha channel". That is what it is called in the industry. Perhaps you could find links to Porter-Duff blending etc which might make things clearer (pardon the weak pun).
 
Most of your post made no sense to me whatsoever. Sorry.:cry:


I think you need to go read up on the "alpha channel". That is what it is called in the industry. Perhaps you could find links to Porter-Duff blending etc which might make things clearer (pardon the weak pun).


Sorry if my post was confusing.:oops: The techiques is just scalable transparecy in-between a Red, Green, and Blue layer.
 
Sorry if my post was confusing.:oops: The techiques is just scalable transparecy in-between a Red, Green, and Blue layer.

You seem fundamentally confused.

How many bits would a transparent red,blue,green image and a transparent black image use?

If your texture format was 32bit RGBA you would use exactly 32bits per pixel. 8bits for Red, 8bits for Green, 8bits for Blue, 8bits for Alpha. The Alpha value indicates how transparent a pixel is.

Can you scale the transparency?

Yes. You have 256 levels of transparency with an 8bit alpha channel.
 
You can have as many bits as you want, especially if you are the one writing the format. Typically a pixel is 32bit, 8 bits per channel. However lots of games use different schemes (especially on consoles) to save memory, like 5 bits per channel, or 6 bits with 2bit alpha, or 4/4/5/4 or even odder ones.
 
Back
Top