Hi there,
when you have a material that uses the “opacity slot”
and you save your image as 32 bit rpf the transparency gets to bright.
wrong transparency with 32bit rpf
correct transparency with 16 bit rpf
I didn´t use any channels (actually I tried with and without active channels
.. no difference) or colormapping. The framebuffer looks correct
when rendering.. just the saved image contains this overbright effect.
Vlado has said he thinks it’s a bug in Combustion’s RPF import, but I’m not so sure.
A workaround I’ve found is to include the color channel (I think?) as well. Not a great solution, but you can use it instead of those nasty bright patches. (You should see what it does to SpeedTrees!)
I made some further tests and the scanliner outputs correct results in 32bit.
Also activating further channels like transparency or color doesn´t help.