LOL Math
Re: Engine limitation?
0.1 = 10% opacity.
It's not that it ignores it, it's just incredibly subtle that you may not see it.
It's not that it ignores it, it's just incredibly subtle that you may not see it.
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Re: Engine limitation?
I am making a mockup HDR for something and have made 99 squares as small as the editor allows and making each square opacity 99.. 98.. 97 away from the thing that is to look like it glows, and then as soon as I start going under 10% opacity, it gives me a result of something that looks like 80% opacity..
alphaGen const 0.9.9245
alphaGen const 0.9.9245
Re: Engine limitation?
Perhaps the engine is parsing it as 90.9245%... If I added a 0 infront would it parse it off as a 9?
alphaGen const 0.09.9245
alphaGen const 0.09.9245
Re: Engine limitation?
Uhh... that really doesn't make any sense. Numbers are normalized, # / max value.
% values of 0 to 100 = 0.0 to 1.0
0.09.9245 is not a number on any number system. You can't have 2 decimal points in a number.
Quake 3 is probably trimming off everything following the second decimal since it doesn't know what to do with it.
% values of 0 to 100 = 0.0 to 1.0
0.09.9245 is not a number on any number system. You can't have 2 decimal points in a number.
Quake 3 is probably trimming off everything following the second decimal since it doesn't know what to do with it.
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Re: Engine limitation?
This.obsidian wrote:Quake 3 is probably trimming off everything following the second decimal since it doesn't know what to do with it.
Re: Engine limitation?
much like our decimal system dictates
Re: Engine limitation?
best troll in the last five years
Re: Engine limitation?
seriously, two decimal points, this thread owns
Re: Engine limitation?
rgoer.. I wouldn't be suprized if you weigh over 100Kg.
Re: Engine limitation?
Oooo... burn. Aren't you witty!
Mean mean moderators, locking all our threads.
Mean mean moderators, locking all our threads.
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