If this flag is set for a map, model, or particle, black or
transparent parts of the texture
become completely invisible.
For opaque textures (below 32 bit and no DDS), pixels become invisible when they are either completely black (RGB = 0,0,0), or have the same color as the left upper pixel when d3d_autotransparency is
set. The 'sharpness' of the border between transparent and non transparent pixels can be adjusted through d3d_alpharef.
For transparent textures (32 bit or DDS), pixels become invisible when their transparency is below the d3d_alpharef threshold (default: 50%).
For preventing that black parts of opaque textures become transparent, use black color values at
RGB = 8,8,8 or above.
- If the TRANSLUCENT flag of an entity is not set, the entity is rendered in the solid pass and writes into the z buffer just like an intransparent entity.
- If the TRANSLUCENT flag of a particle is not set, the particle is still rendered in the particle pass, but writes into the z buffer. This can be used for special effects where particles must cover each other.
my.OVERLAY = ON; // C-Script
set(my,OVERLAY); // lite-C
Transparency, alpha, TRANSLUCENT, d3d_autotransparency,