Buck Rogers
Major Spacecadet
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- Feb 26, 2013
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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
Transparency shadows are defineately a bonusThank you. I tried this in OpenOrbiter with the FLAG 0x20:
This looks pretty good!Sadly I still don't know how to hide a white halo around textures when an alpha channel is used. It's not noticeable on the 1st picture, but it's on the 2nd one:
I don't know. And I don't know how to change it.As mentioned before I think your texture alpha is blending to white and not black?
I cropped both the texture and its alpha channel in Photoshop, but I can't get rid of the white border. I attach the mesh and texture of that palm. You and anyone else could experiment with it.also you may need to "crop" your texture 1 or 2 pixels to get rid of the "halo" in Orbiter.







This is noticeable against the background of other objects, such as buildings, and when we look at the palm from the side, not from above (look at first two pictures in this message). I think the SCN isn't necessary.I'm finding it difficult to replicate the "halo" (maybe this is more noticable in Orb24? I like to test in orbit; neutral lighting, different background shades (post a .scn?).
Here's the free palm model I downloaded (it contains different formats and texture maps).not sure where they're coming from?
I think it might be. But I can't imagine how to use a texture with an alpha channel for a non 2D mesh. We just won't be able to see the border that has any thickness:Could it be related to the 'thickness' of the meshes ? AFAIK one limitation in Orbiter is that purely 2D-objects are not possible (except exhaust flames).

The halo remains, although the texture looks good:Attached: changed files and .psd
