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IIRC, POV-Ray 3.5 mishandled alpha transparency against the background
in that with antialiased edges and semi-transparent surfaces it blended
the surface's color with the background color and then saved the resulting
color with an alpha value. This caused object borders to have a pixel-wide
halo of the wrong shade, and especially semi-transparent surfaces would have
the wrong color.
This was fixed in POV-Ray 3.6, where it's calculated correctly (iow. the
background color has no effect on the pixel colors when using +UA).
Last time I checked (it has been some time, though), the same problem had
resurfaced in POV-Ray 3.7 beta. Someone had undone the fix in POV-Ray 3.6.
Has this been corrected already?
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- Warp
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